Garry's Mod
Campaign Entities
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Actualización: 24 SEP 2024 a las 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

Actualización: 26 ABR 2024 a las 12:36

Actually fix

Actualización: 26 ABR 2024 a las 11:11

Small fix

Actualización: 19 ABR 2024 a las 11:56

Style + remove print

Actualización: 19 ABR 2024 a las 11:49

do NOT return true in think hook

Actualización: 16 ABR 2024 a las 18:17

IRON TIDE UPDATE

Standardized the "Proximity" system
Thing respawners, perimiter walls, and sleeping npcs are all triggered now through the same, optimized system.

Perimiter wall's sounds are now properly semi-global in multiplayer.

Sleeping zombies are no longer oddly quiet after they wake up
( Most apparent on the fast zombie. )

Actualización: 27 MAR 2024 a las 14:02

Lots of polish for the combat nodes

Use HL2 asset beam for the NPC goals ( no missing textures! )

Add "No Delay" option to headcrab canister

Add support for multiple soundscape paths.
Multiple paths are separated by spaces
Eg; sounds/sound1.wav sounds/sound2.wav

More entities now spawn properly rotated.

Add convars

campaignents_sv_fadeents
"Enable/disable the fadeout on laggy Campaign Entities"

campaignents_sv_hints
"Enable/disable the campaign entity hints?"

Actualización: 16 FEB 2024 a las 12:16

Add NoAutoModel field to thing respawner
Disables the "Automatic Model" grabbing system.
This means you can override npc_citizen models, etc.

Added "Autocopy" system to thing respawner + derivates.
Spawning a thing respawner with the toolgun, will automatically copy the settings of whatever was hit with the toolgun!

Improved NPC Goal flow
+ Thing respawners can now capture the goalid of goals

Combine forcefields optimisation.

Combat Nodes
Damage will always "wake up" melee npcs in combat node trance.

Another compat fix attempt with sleeping npcs & dynamic squads.

FIx style.

Actualización: 26 DIC 2023 a las 11:51

headcrab canister fix

Actualización: 19 DIC 2023 a las 19:33

Proper Dynsquads compatibility
+ dynamic respawn manager waits longer before discarding respawn