Garry's Mod
Campaign Entities
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更新: 8月19日 @ 16時21分

Fix stupid

更新: 3月9日 @ 12時55分

SetPreventTransmitReason stupid fix

更新: 2月23日 @ 18時12分

Fix apc goalid not working

更新: 2月19日 @ 19時01分

no table.count
+ SetPreventTransmitReason drop-in replacement

更新: 2月18日 @ 15時49分

Prevent transmit library improvements

更新: 1月8日 @ 12時07分

Fix stupid in the note
Perimeter walls easier to snap

更新: 2024年12月27日 @ 13時01分

Fix perimeter wall

更新: 2024年12月26日 @ 18時11分

Err stomp

更新: 2024年12月26日 @ 15時21分

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

更新: 2024年9月24日 @ 15時11分

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