We removed hitgroups in favour of Hitbox Tags, similar to how we use them for collisions. Here's how they work.
When editing a hitbox from ModelDoc, you'll see Hitbox Tags. Populate them with some useful keywords like so:
To be able to hit a Hitbox with a Trace.Ray, you must call
UseHitboxes() on it before
Also for the Entity, during its spawning it needs to have
or your ray will just hit its collision box, even when you set
When running traces, you'll see TraceResult.Hitbox. That'll hold all the info you'll need when interacting with hitboxes. We also pass it with DamageInfo.
Before, you'd be given a hitbox index, and that's it. It wasn't elegant at all.
With hitbox tags, it's way more explicit:
You can also grab the hitbox's name with Hitbox.GetName() - useful for debugging.