Introduces ClientEntity.UpdateRotation to update entity rotation and apply it to the spawned entity if it exists. Also fixes SetKey to update the key before calling the handler.
Refactored the entity system to be **property-driven** with automatic `On<Property>` change handlers.
Added improved `Bridge.Entity.SetOnCreate` support so clients can identify and attach logic to **server-created entities** based on properties.
Introduced standardized default properties on `Bridge.Entity.Create`, including:
* `freeze` (defaults to frozen)
* `invincible`
* `targets`
* `attach`
* `anim`
Added exported helper functions for all of the above to allow runtime updates after creation.
Refactored entity behavior triggers to simplify argument passing and added OnSet handler for particle behaviors. Improved particle effect management and event handling, updated locale and lib initialization in several modules, and fixed skill metadata access. Also streamlined point zone logic and menu/zone system initialization for better reliability.
Simplifies entity movement logic in client_entity.lua by improving coordinate comparison and updating behavior triggers. Adds a new Math.Nearest function in math.lua to round values to the nearest whole number.
Refactored client entity spawning to handle missing models and improved coordinate update sensitivity. Removed model assertion from server entity creation. Enhanced resource start event handling for both server and client. Updated stash and target behaviors to support additional properties and better zone handling for entities without spawned objects.
Increased the movement threshold for entity updates from 0.05 to 1.0 to reduce unnecessary position updates. Modified follow behavior to offset the entity's coordinates by -1 on the Z axis when updating, possibly to account for ground level or animation adjustments.
Added freeze position handling in UpdateEntity and ensured OnDestroy behavior is triggered on entity destruction. Removed unused and commented-out Update function, and improved code clarity in Set and Destroy methods.
Introduces modular behaviors for entities, including anim, attach, clothing, follow, particles, scenarios, shop, stash, targets, and weapon, each in their own files. Updates client_entity.lua and behaviors.lua to support dynamic behavior registration, initialization, and triggering. Refactors entity update logic to improve movement handling and behavior invocation.
Standardizes the use of the 'invoked' property for entities and behaviors, ensuring behaviors are scoped per invoking resource. Updates behavior registration, retrieval, removal, and cleanup logic to support resource-specific behavior tables, improving modularity and preventing cross-resource conflicts.
Discarded entityactions: was not used and bloat. Need a new system that handled networked entities static vs dynamic (non-moving non networked vs moving networked)
updated target to improve performance on canInteract. It seems that the target systems spam this function. Using a state and checking every second instead of allowing spamming
Added ClientEntity.ChangeModel
depricating register / unregister and replacing with Create/Destroy to follow convention
math.Inbounds checks a list of points (table.points = vector3[] minZ = int || -math.huge, maxZ = int || math.huge)
Added cleaned up and improved functionality for placeable object.
Example is in unit tests.
Cleanup whitespace and removed accessibility as not used/not documented and doesnt appear to be useful with our current work flow
Targets updated to have boxzone
Entities dont require a model and are effectively points with on spawn on despawn
onplayerloaded and onplayeriunloaded now pass source
Shops: aligned format with others and removed the instant open (on create)
Stashes: Updated for new version of qb (exports)
Entities: returning point object
Added Networked Markers
Added Anim module
Added framework default file for things that are native to game related to player
Started on a batch network event trigger to allow for single event call for multiple events
Updated params notation for ids
Removed prints from client_entity + actions + ext
added function to get a local offset world position from a point
updated entities to automatically process next queued action without needing to call processnextaction
Added client freeze, circle, and bobupanddown for client/rebound entity manipulation