Garry's Mod

Garry's Mod

Campaign Entities
Zobrazuje se 1–10 z 46 položek
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Aktualizace: 19. srp. v 16.21

Fix stupid

Aktualizace: 9. bře. v 12.55

SetPreventTransmitReason stupid fix

Aktualizace: 23. úno. v 18.12

Fix apc goalid not working

Aktualizace: 19. úno. v 19.01

no table.count
+ SetPreventTransmitReason drop-in replacement

Aktualizace: 18. úno. v 15.49

Prevent transmit library improvements

Aktualizace: 8. led. v 12.07

Fix stupid in the note
Perimeter walls easier to snap

Aktualizace: 27. pro. 2024 v 13.01

Fix perimeter wall

Aktualizace: 26. pro. 2024 v 18.11

Err stomp

Aktualizace: 26. pro. 2024 v 15.21

Medium update!
Block ulx log spam, preventing one of the dreaded "Client 0 overflowed reliable buffer" crashes

Minor combat node optimisations

New entity, readable NOTE

Fix perimiter wall wire inputs not saving

Huge polish for the dynamic respawn manager, properly handles stuck players now

Remove fastzombie model override, anims are merged in the basegame now

Aktualizace: 24. zář. 2024 v 15.11

SEPTEMBER UPDATE!
Massive backend changes.

Angles of entities are rounded when shift-rightlick frozen
Put all global functions on new global table, CAMPAIGN_ENTS

New overcomplicated "hiding" system
Actually stops entities with glow, ropey models( fast zombies!!! ), ETC. from drawing! And it's serverside!

New overcomplicated proximity system!!!
Means all proximity things, the thing respawners, sleeping enemies, use the same system and should both be be as optimized as the other.

GetPreventTransmit improvements!
Based off https://github.com/cfc-servers/gm_get_prevent_transmit
The new changes allow multiple addons ( or, in the case of the fadedist manager, hiding. multiple systems! )
to block transmitting for one entity, without conflicting!

Minor optimsations for the perimeter wall dust.
Same for the rain.

Major optimisations, _index call reductions, fixes, for combat nodes.
Major _index call reductions for the forcefields.

Sleeping enemies now copy their color/material from their spawner.
More dynsquad compatibily fixes.
Slumped sleeping zombies now slightly snap to the wall/prop behind them.

Small dynamic checkpoint fixes.

Huge tweaks to supplies respawner.
New system to make sure you get the expected amount of ammo out of them, even if you have 9000 smg ammo, it won't give only smg grenades, ar2 balls, etc.
Can disable this with campaignents_smarter_dynamicresupplies 0.

Thing respawner gets an outline when hovered.
Thing respawner now also gifts materials/colors to whatever it spawns.
Can now autocopy to grab the entity modifiers of something.
Thing respawner's origin "dot" now always moves to the last point you interacted with it.

Another weapon spawn blocker rewrite, works much better now.
Added two new options, JustBlockSpawning, and StripAmmoOnSaveLoad