15 Commits
Author SHA1 Message Date
Mustachedom d85a1300d5 - remove callback calls 2026-08-18 00:13:37 -07:00
Mustachedom d6cffd01bc - init changes 2026-08-17 03:49:37 -07:00
Mr.Crowley 68ca928033 Stipped away inefficient behavior system
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.
2026-01-11 18:36:07 -06:00
Mr.Crowley 7443695254 Improve entity spawning and target behaviors
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.
2025-09-03 08:57:39 -05:00
Mr.Crowley c399fbaca4 Refactor behavior and entity invocation handling
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.
2025-08-31 20:50:46 -05:00
Mr.Crowley f2ff03734e prep for behaviors
readded behaviors
2025-08-30 19:12:56 -05:00
MrNewb 26bd9e1cad Update server_entity.lua 2025-08-30 03:43:01 -04:00
Mr.Crowley 495b24e53f fixed last mess 2025-08-27 06:13:02 -05:00
Mr.Crowley e06e04a2c6 hope this works 2025-08-27 05:47:44 -05:00
Mr.Crowley b06d2fb49e Discarded entityactions and updated target
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
2025-08-20 22:23:07 -05:00
MrNewb 249f1c4032 Update server_entity.lua 2025-08-07 02:19:20 -04:00
gononono64 9b44fcbc16 small tweaks
entities now has register bulk
added docs to a function for sql module
added table.count
2025-06-22 17:40:41 -05:00
gononono64 4d8b2ff203 Rebound entity stuff
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
2025-05-04 11:11:29 -05:00
gononono64 c23df31199 Server and client entity update
syncing non networked entities to all players in range
allow for firing functions when entering or exiting the range of the entity
2025-04-28 22:51:54 -05:00
gononono64 89858c6d73 Cache and entities update
added cache system similar to others that are readily available. Included beginings of reworked rebound entities
2025-04-23 14:10:19 -05:00