Replay Blown Up Models Bug

1759544636699.png
In many of my replays specific characters have their models exploded covering the whole map in a stretched distorted way as seen in the screen shot. In some replays this crashes my game. It is accompanied by the message:
[Animation 2] Global Blend - Attempting a global blend with an additive pose! This is undefined behavior!

Flooding the console.

The character's I've noticed this affect are Ivy, Vindicta, and Moe and Krill.
 
The mdmp file the issue creates on crash says its an "access violation"

Here's the console history (reversed)

2594(94.885109): CAsyncWriteInProgress::OnComplete( "cfg/cached_hero_builds.kv3" ) -> Success at 94.885
2593(94.877291): WriteSteamRemoteStorageFileAsync( "cfg/cached_hero_builds.kv3" ) -> at 94.877
2592(94.803110): SetConVar: No such cvar ( citadel_ag2_turn_spring_strength set to 75), skipping
2591(94.538074): CL: [9: <none>]: AsyncLoadSpawnGroup -- spawn group already loaded
2590(94.503480): CL: [8: <none>]: AsyncLoadSpawnGroup -- spawn group already loaded
2589(94.346716): CL: [7: <none>]: AsyncLoadSpawnGroup -- spawn group already loaded
2588(93.855086): CL: [6: <none>]: AsyncLoadSpawnGroup -- spawn group already loaded
2587(93.757108): observer([16630): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
2586(93.757106): observer([16630): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
2585(93.757102): observer([16630): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
2584(93.757091): observer([16630): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
2583(93.549826): CL: [5: <none>]: AsyncLoadSpawnGroup -- spawn group already loaded
2582(93.536548): CL: [4: <none>]: AsyncLoadSpawnGroup -- spawn group already loaded
2581(93.397575): CL: [3: <none>]: AsyncLoadSpawnGroup -- spawn group already loaded
2580(92.612412): CL: [2: <none>]: AsyncLoadSpawnGroup -- spawn group already loaded
2579(89.569749): WARNING: Particle system 'particles/ui/ui_hideout_findingmatch_corner.vpcf' was not precached correctly. Performing blocking load....
2578(89.547927): Fell out of shadow map cache! More than 32 shadowed lights rendering in this frame!
2577(89.547918): Fell out of shadow map cache! More than 32 shadowed lights rendering in this frame!
2576(89.547891): Fell out of shadow map cache! More than 32 shadowed lights rendering in this frame!
2575(89.511116): Fell out of shadow map cache! More than 32 shadowed lights rendering in this frame!
2574(89.511098): Fell out of shadow map cache! More than 32 shadowed lights rendering in this frame!
2573(89.511072): Fell out of shadow map cache! More than 32 shadowed lights rendering in this frame!
2572(89.511053): Fell out of shadow map cache! More than 32 shadowed lights rendering in this frame!
2571(89.511027): Fell out of shadow map cache! More than 32 shadowed lights rendering in this frame!
2570(89.510737): Fell out of shadow map cache! More than 32 shadowed lights rendering in this frame!
2569(89.461617): Hideout Lobby Connection State: Invalid (-1)
2568(89.428685): CL: Signon traffic "DEMO": incoming 0 bytes [11 netframes], outgoing 0 bytes [0 netframes]
2567(89.428668): DEMO @ unknown: NetChan Setting Timeout to 30.00 seconds
2566(89.381483): Materials: Cannot find baked data file: maps\dl_midtown.custom.materials.
2565(89.381454): Dimensions: Cannot find baked data file: maps\dl_midtown.custom.dimensions.
2564(89.381416): Occlusion: Cannot find baked data file: maps\dl_midtown.custom.occlusion.
2563(89.380275): Created physics for dl_midtown
2562(89.356805): Receiving 49.3K non-incremental update from server
2561(89.356799): Resetting prediction state because we received a full update
2560(89.356794): CNetworkGameClientBase::OnReceivedUncompressedPacket(), received full update
2559(89.356368): CNetworkGameClientBase::LinkClasses took 62.575 msec
2558(89.293776): CNetworkGameClient::ProcessClassInfo: create on client true
2557(89.283749): VProfLite started.
2556(89.283725): CL: CNetworkGameClient::OnSwitchLoopModeFinished( game : success )
2555(89.283721): Host activate: Playing Demo (replays/42800308.dem)
2554(89.283685): CL: } IGameSystem::LoopActivateAllSystems done
2553(89.281777): HO: } IGameSystem::LoopActivateAllSystems done
2552(89.281775): HO: IGameSystem::LoopActivateAllSystems {
2551(89.281766): CL: IGameSystem::LoopActivateAllSystems {
2550(89.281479): CL: CGameClientConnectPrerequisite connection succeeded
2549(89.281475): CDemoPlayer::SetIgnorePacketsForResourceLoading(false)
2548(89.281466): CFinalizeConnectionPrerequisite continuing packet processing!
 
Back
Top