Garry's Mod

Garry's Mod

VJ Base
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Update: 1 Jul, 2020 @ 10:53am

FULL CHANGELOG: Link

=-=-=-=-= Version - 2.12.0 =-=-=-=-=
  • New
    • Added 2 new NPC weapons: Crossbow and SSG-08 (Sniper)
    • Added a search bar in the VJ Base spawn menu, allows you to search for VJ Base SNPCs, weapons and entities at the same time
    • Added the ability for developers to set custom icons for their spawn menu category in the VJ Base spawn menu
    • Added a new icon for the spawn menu and the "DrVrej" menu
    • Added a unique icon for the default category
    • Added full playback rate support for SNPCs
    • Added new high quality world models for the AK-47, M4A1 and RPG-7
    • Added new firing sounds for the M4A1 and RPG-7
    • New SNPC AI Changes:
      • Added smooth turning to all attacks and animations!
      • Added a line-of-sight system for the ranged creatures and humans with guns. If the enemy is unreachable, they will now attempt to find a position that they can fire their weapons (Doesn't work 100%!)
      • Can now open more types of doors
      • When running to cover to reload weapon, it will now stop if the enemy is close and will either back away or melee the enemy. Once the threat is out of its way, it will then attempt to reload again
      • Humans will now attempt to move to cover if they are far away from the object that is covering them
      • Humans will now try to not get out of the cover if their weapon sight is blocked by an ally, instead they will wait until an opportunity arises
      • Humans are now better at establishing line of sight if the enemy is in an unreachable area
      • Passive NPCs will now run away when an ally dies
      • Humans that are running to cover will now attempt to stop moving if their cover location is blocked
      • Creature SNPCs will now push props even if the enemy is no longer valid (Melee attack)
      • Decreased the time that humans wait for the enemy to peak
      • If it's already following another player, it will no longer stop following if another player presses USE on it, instead it will give a message stating that it's already following another player
      • Will now wait at least a second before wandering after spawning
      • Will now turn around if an unknown NPC or a player touches it (Ex: Neutral or player with no target)
      • Turning and idle animation transition is now smoother and less cut offs
      • Fixed if it flinches while doing an attack, the second attack after flinching breaks
      • Fixed medics healing another ally right after they finish healing one
      • Fixed sometimes animation breaking when a human picks up a grenade to throw back at the enemy
      • Fixed Call for help sometimes failing
      • Fixed not turning to look at the player when it's instructed to unfollow the player
      • Fixed humans not running back to the enemy after reloading
      • Fixed humans not backing away when an enemy comes close
      • Fixed getting healed by a medic, they aren't stopping properly
      • Fixed humans not playing firing gestures after the first shot in a burst-fire
      • Fixed creatures not moving to ally's death location and instead running away
      • Fixed sometimes resetting their enemy twice
    • Revamped the NPC Guarding System:
      • Will now save the guard location and move back to it once its current task is done!
      • They will walk or run to the guard position depending on the distance
      • A friendly player can reset their guarding position by making them follow. Once the desired location is reached, the player can make them unfollow which will set their new locaation
      • Human SNPCs will now move much less when guarding
      • When guarding a position, they will no longer move out of the player's way
      • No longer call for help to SNPCs that are guarding an area
    • Revamped the Weapon Translation System for SNPCs (Animation sets):
      • Added unique RPG animations for rebel animations
      • Added 50+ different idle, movement, and firing animations for rebel animations!
      • Added RPG hold type support for metrocop and combine animations
      • Added unique AR2 reloading animation for rebel animations
      • Added AR2, shotgun, and crossbow hold type support for metrocop animations!
      • Added pistol firing gestures and cover reloading for combine animations
      • Added a new type of walk animation for the combine and metrocop animations
      • Added support for developers to define their own sets
      • Added some new cover animations for the rebel and combine sets
      • Rebel animation set can now crouch fire AR2 hold type rifles
      • Metrocop animations will now play walking crouch instead of not crouching at all
      • Fixed weapon firing animations not changing instantly when the weapon changes
      • Fixed combine animation set not playing the proper shotgun walking animation
    • Updated NPC Controller:
      • Smoother turning when firing a weapon
      • Works much better for NPCs that move very fast
      • Bullets for weapons now spawn at the same position as they would as if the NPC wasn't being controlled
      • Bullet spread is now applied when a human SNPC is being controlled
      • Bullet travel direction is now based off of the bullet spawn position rather then the player's aim vector
      • It now resets the NPC much better after uncontroling
      • Fixed custom idle animations not playing!
      • Fixed when controlling a human SNPC, the walk-firing animation bugged out
      • Fixed unable to move if a human SNPC is out of ammo
    • Updated SNPC Dialogue system:
      • Both the conversation initiator and the responder will now wait at least a second after the conversation has finished, this will allow for a new to initiate
      • The conversation initiator will no longer walk off after finishing its sentence, it will now wait until its ally has fully responded
      • Fixed the responder walking off randomly in mid conversation
      • Fixed the responder initiating a conversation with an ally that is already conversing with it
      • Fixed conversation initiator trying to talk to
      • Fixed the responder talking back when it's dead
    • Revamped the Melee Attack Bleeding System (Creature SNPCs):
      • Now works in multiplayer!
      • Will now attempt to reset once the player dies
      • Can take multiple bleeding damages at the same time without bugging out, it will priorities the last attack the entity received
      • A single NPC can now properly deal bleeding damage to unlimited number of enemies!
  • General Changes & Improvements
    • RPG-7 now removes the rocket model until the weapon has been reloaded and NPCs can now fire it from much farther distance
    • Changed M16A1 to M4A1
    • In the VJ Base spawn menu, the name of the category now appears inside its own menu as well
    • Major optimizations were done in the SNPC bases (Especially the human base) and the base in general will now perform more efficient
    • Changed some of the messages that appear when a player tries to make an SNPC follow them
    • Updated Russian translations
    • Removed vjbase_spawnnpc command
  • General Fixes
    • Fixed VJ Base tools not appearing in the spawn menu
    • Fixed the properties menu (C menu) not always properly killing the NPC when slayed or gibbed
    • Fixed barnacles creating 2 corpses when killing a VJ SNPC
    • Fixed bunch of issues when using a duplicator on a VJ SNPC
    • Fixed bunch of cases where SNPC sounds would overlap
    • Fixed RPG SWEP using AR2 hold type instead of RPG hold type
    • Fixed reset buttons trying to run non-existent commands

Update: 7 Apr, 2020 @ 7:43am

FULL CHANGELOG: Link

=-=-=-=-= Version - 2.11.0 =-=-=-=-=
  • New
    • Added Translation System!
      • Selected through the new client menu
      • Community can contribute to it by requesting a push on GitHub
      • If part of the base hasn't been translated, it will display in English
      • When changed in-game, it will attempt to update all text, but it's highly recommended to restart the map after changing the language
    • Added the ability to enable health regeneration with a customizable amount and delay using the Health Modifier tool
    • Added a new SNPC option to disallow humans from jumping
    • Added button icons to all the tools (The information located at the top left)
    • Added a new client side tab which has an option to change the language of the base
    • Added a much better key binding (controls) menu for the NPC Controller
    • Added spawnicons for all the player-usable weapons
    • Added a hook that will automatically disable the variable sv_pvsskipanimation which will fix NPC attachments, bones, positions, angles, corpses etc.
  • General Changes & Improvements
    • Major optimizations for: Human Base, Weapon Base, Fireplace Entity
    • Redid the player aiming code when it's controlling an NPC, it no longer bugs out when looking up or down
    • Reworded many settings and labels in the menus to be much simpler and easier to understand
    • Reworded many of the information and menus for the tools
    • Removed bunch of unused console commands
  • General Fixes
    • Fixed a console error when human SNPCs attempt to fire a non-VJ weapon
    • Fixed human SNPCs trying to reload while playing a death animation
    • Fixed weapon sounds now playing properly for client side when in a local server
    • Fixed stationary SNPCs facing their enemy while playing a death animation
    • Fixed HL2 rebels not using the proper fire rate of a VJ weapon
    • Fixed a lot of misplaced or formatting mistakes in the menus
    • Fixed NPC Mover not displaying the names of non-VJ NPCs that are selected

  • Developer function/variable Changes
    NOTE: Some new or changed functions/variables may not be listed here!
    • SNPC Bases:
      • SNPCs will now have a default health and damage if it's not set by the developer
      • New: self.HasHealthRegeneration, self.HealthRegenerationAmount, self.HealthRegenerationDelay, self.HealthRegenerationResetOnDmg, self:CustomOnResetEnemy(), self.PoseParameterLooking_CanReset
      • self:CustomOnDoKilledEnemy(argent,attacker,inflictor) is now much more reliable and will now always return the killed enemy
      • self:CustomOnMeleeAttack_AfterChecks(TheHitEntity) can now disable the attack and move onto the next entity by returning true

Update: 21 Jan, 2020 @ 4:50pm

FULL CHANGELOG: Link

=-=-=-=-= Version - 2.10.2 =-=-=-=-=
  • Upgraded to the new Garry's Mod Workshop system (ISteamUGC)
  • For Developers: self:CustomOnIdleDialogue() now has 2 new arguments (argent = An entity that it can talk to and CanAnswer = If the entity can answer back) and the ability to disable the code by returning false
  • Fixed a minor error that occurred when an SNPC was created (self.CurrentPossibleEnemies), this error only occurred in special cases

Update: 6 Jan, 2020 @ 2:09pm

=-=-=-=-= Version - 2.10.1 =-=-=-=-=
FULL CHANGELOG: Link
  • New
    • Added a new admin option to restrict NPC properties to admins only (vj_npc_admin_properties)
    • Added self:CustomOnInitialKilled(dmginfo,hitgroup) and self.Stationary_UseNoneMoveType for both human and creature bases
  • General Changes & Improvements
    • The hook "CanProperty" is now called on all of the VJ NPC properties, allowing admin mods to control them, all of their names are "vj_npc_properties"
  • General Fixes
    • Fixed projectiles going through stationary SNPCs
    • Fixed an idle animation issue with certain human SNPCs
    • Fixed death animation wasn't playing in certain cases
    • Fixed the flag prop having very bright colors

Update: 20 Dec, 2019 @ 11:53am

=-=-=-=-= Version - 2.10.0 =-=-=-=-=
FULL CHANGELOG: Link
  • New
    • Added aquatic base and revamped the aerial base!
    • Added a Secondary Fire system for the weapon base! (NPC-exclusive)
    • Added a rifle grenade entity which can now be fired by NPCs that are using the VJ SMG1
    • Added a flag entity (Cosmetic)
    • Added Properties Menu for SNPCs! (Right Click SNPCs while holding C):
      • The options appear at the bottom of all VJ SNPCs and is separated from rest of the settings by a bar to make it organized
      • Ability to control SNPCs from the menu without needing the NPC Controller weapon
      • Ability to toggle guarding, which makes the SNPC guard its current position and hold it for as long as possible
      • Ability to toggle wandering
      • Ability to make the SNPC a medic or not
      • Ability to quickly make an SNPC allied or hostile to you
      • Ability to slay the SNPC
      • Ability to enable developer mode (For debugging purposes while creating an SNPC)
    • New AI Changes:
      • Added a conversation system (Dialogue)
      • Added a grenade flush-out AI for humans! (Basically, throwing grenades at enemy cover positions to flush them out)
      • Added Neutral system!
        • Neutral SNPCs will not attack until provoked
        • When provoked it will attack ANY SNPC or player it finds threatening
        • Aid any ally SNPCs that are under attack
        • Responds to nearby movements and threatening sounds
        • Once it has killed an enemy or lost sight of the enemy, it will calm down until provoked again
      • Humans will now crouch run when moving to a covered position
      • Creatures will now randomly move around if the enemy is unreachable
      • Humans will now interrupt their reloading if the enemy is close
      • Humans can now jump up or down places where they are able to
      • Increased the default grenade throwing distance from 1,000 to 1,500 world units
      • If an SNPC is following a player and an ally of that SNPC turns against the player, it will now unfollow the player and become enemy
      • Updated the jumping system for creature SNPCs, they are now able to jump down/up from many locations instead of being restricted to certain places like before
      • Chasing Navigation will now update every 1 second if the SNPC is 2,000 units away from its target, this change was made to lower frame drops due to navigation
      • Now properly know if all of the visible enemies and will not randomly reset enemy when one of them is killed
      • Fixed humans bobbing their heads when firing a weapon
      • Fixed the "Scared behavior" for humans not working properly (The animations for it are also a lot smoother now!)
      • Fixed when humans moving to a covered position, they would sometimes get stuck
      • Fixed player-friendly SNPCs that are supposed to be friendly to each other, were sometimes attacking each other
      • Fixed not resetting enemy if an ally has seen an enemy but it's not in range (This was often a problem with stationary SNPCs, such as turrets)
      • Fixed flinching animation often getting cut off
    • Redid the blood decal system:
      • Decals will now spawn from attacks that don't have damage position! (Ex: Melee attacks from other NPCs)
      • Now has a 50% chance of spawning 1 - 2 decals on the floor (below the damage location)
      • Decreased the default decal distance from 300 to 150 world units
      • Fixed sometimes the decal not spawning because it's not filtering the SNPC itself
    • Updated the NPC Spawner tool:
      • Can now make NPCs spawn with their default weapon(s) by setting their equipment to "default"
      • "None" and "Default" are now listed at the bottom of the weapon list
      • Fixed "None" being named as "Unknown" (Weapon selection)
    • Updated the SNPC menu:
      • Updated "Current Enemy" in the developer menu to show more information
      • Removed the option "Print Alerted" in the developer settings (vj_npc_printalerted also removed)
  • General Changes & Improvements
    • SNPCs no longer damage players if "ignore players" is on
    • SNPCs that are playing a death animation can now continue bleeding if hit
    • Better dynamic light positioning code for weapons, it also has a safe check to avoid any possible errors
    • Major optimizations have been done for the SNPC & Weapon base
    • RPG and Flare Gun now have much better spawning position and landing positions (Especially for NPCs)
    • SNPCs no longer get gibbed by "shock" damages
    • Decreased the speed of the rocket fired from an RPG
    • By default, creature SNPCs now have a minimum pitch of 90 rather than 80
    • Revamped the tank base!
    • Renamed some of the main files to shorter and better names
    • Renamed ob_vj_bullseye & ob_vj_npccontroller to obj_vj_bullseye & obj_vj_npccontroller
    • Reduced Lua file count by removing 16 Lua files
    • Changed the directory for many of the models and materials to avoid any possible confliction with other addons
    • Deleted 2 unused models
  • General Fixes
    • Fixed a major rendering bug that caused particles or effects to glitch through the SNPC's models
    • Fixed Medic SNPCs not removing the health vial prop if the ally moves or gets killed
    • Fixed MP40's muzzle flash spawning at an incorrect location
    • Fixed an animation stuttering issue with the human base (Rare issue, was only present in certain models)
    • Fixed the white blood decal texture flickering in certain situations
    • Fixed many overlapping sounds in SNPCs
    • Fixed a turning animation bug for SNPCs

  • Black Mesa SNPCs
    • Fixed a bug with the Security Guard that caused it not to fire its weapon
    • Changed the directory of the Glock (Same with materials)

  • Military SNPCs - Emplacements
    • Optimized for VJ Base 2.10.0

  • Left 4 Dead Common Infected SNPCs
    • Updated AI Director:
      • Added support for Special Infected SNPCs
      • Made some optimizations
      • Fixed an issue where common infected wouldn't get removed from the AI Director's table when they died

Update: 13 Jun, 2019 @ 7:38pm

=-=-=-=-= Version - 2.9.0 =-=-=-=-=
FULL CHANGELOG: Link
  • New
    • Added a new difficulty system:
      • Defined by a new convar: vj_npc_difficulty
      • Much easier to control for servers
      • Many new difficulty levels!
      • The current difficulty levels:
        • Neanderthal | -99% Health and Damage
        • Child's Play | -75% Health and Damage
        • Easy | -50% Health and Damage
        • Normal | Original Health and Damage
        • Hard | +50% Health and Damage
        • Insane | +100% Health and Damage
        • Impossible | +150% Health and Damage
        • Nightmare | +250% Health and Damage
        • Hell On Earth | +350% Health and Damage
        • Total Annihilation | +500% Health and Damage
    • New NPC Controller Changes:
      • Added combined movements, which allows the SNPC to move in 8 directions now
      • Added bullseye tracking (Can be toggled by pressing T)
      • Added the ability to move the camera in all directions (to zoom in and out)
      • Added the ability to move and shoot when controlling a human SNPC
      • Added the ability to reload the weapon even if the clip isn't completely empty
      • Added a settings menu
      • Added the ability to press USE on objects around the player while controlling
      • Added the ability to retrieve any key that the user presses!
      • The exit key is now the "END" key rather than the "USE" key
      • Backwards, Left, Right directions have been completely revamped and work just as the forward direction did
      • Fixed when pressing the exit key, it doesn't always exit
      • Fixed when controlling a human SNPC, you could still fire the weapon while melee attacking, throwing a grenade, or just playing other animations
      • Added many new variables and functions for developers (Check the developer section for more detail)
    • New Slow-Player (Melee Attack) Changes:
      • If a player is already slowed down by another SNPC, any SNPC that tries to slow down the player will no longer have any effect if the previous hit has longer time left
      • The timer is now based on the player's ID rather than the SNPC, this will allow a SNPC to slow down multiple players at the same time
      • Fixed not working properly in multiplayer (Sometimes it was not reseting the player's speed to normal)
  • General Changes & Improvements
    • Revamped the sight distance when an SNPC is hit by an enemy while idling (Now fully support all types of sight ranges)
    • Redid spawn notification (It's much shorter now)
    • Reorganized some of the items in the menu
    • Renamed "Installed Addons" to "Installed Plugins"
    • Removed the following convars: vj_npc_dif_easy, vj_npc_dif_normal, vj_npc_dif_hard, vj_npc_dif_hellonearth
  • General Fixes
    • Fixed when an SNPC is wandering around and hears an enemy that's visible, it didn't stop and turn to the direction properly
    • Fixed SNPCs calling for help while playing death animation
    • Fixed an idle animation bug that caused SNPCs to freeze, it occurred when an SNPC is playing a long animation and its forced to play a none-idle animation

Developer function/variable Changes
NOTE: Some new or changed functions/variables may not be listed here!
  • Added self.SoundTbl_OnRemove sound table with all the default variables for the projectile base
  • VJ Control AddClientConVar now has the following parameters: (cName,cValue,cHelpText)
  • Changed InstalledVJBaseAddons to VJBASE_PLUGINS
  • Changed VJBASE_GETADDONAMOUNT to VJBASE_TOTALPLUGINS
  • Removed VJBASE_GETADDONS
  • NPC Controller Changes:
    • New CustomOn functions: self:CustomOnKeyPressed(key)
    • New technical functions: self:StartMovement(Dir,Rot), self:DoCrosshairTracking()
    • New variables: self.LastPressedKey, self.LastPressedKeyTime, self.CrosshairTrackingActivated
    • Added the variable player.VJ_TheControllerEntity (Can now retrieve the controller from the player)
  • SNPC Bases:
    • New: self:CustomOnSetEnemyOnDamage(dmginfo,hitgroup), self:CustomOnAllyDeath(argent)
    • New sound table: self.SoundTbl_AllyDeath (Including all of the usual variables)
    • Renamed self.CallForBackUpOnDamageUseCertainAmountNumber to self.CallForBackUpOnDamageLimit
    • Renamed self.BringFriendsOnDeathUseCertainAmountNumber to self.BringFriendsOnDeathLimit
    • Renamed self.AlertFriendsOnDeathUseCertainAmountNumber to self.AlertFriendsOnDeathLimit
    • Removed: self.CallForBackUpOnDamageUseCertainAmount, self.BringFriendsOnDeathUseCertainAmount

Update: 15 Apr, 2019 @ 2:48pm

=-=-=-=-= Version - 2.8.0 =-=-=-=-=
FULL CHANGELOG: Link
  • New
    • When humans call for help due to damage by an unknown enemy, they will now make a diamond formation around the injured soldier
    • Humans will now reload their weapon if the clip isn't full while idle (Randomly from 3 - 8 seconds after idling)
    • Creatures will now attack doors that have health
    • Will no longer call for back up if the damage is dealt by fire from burning props, corpses or map objects
  • General Changes & Improvements
    • Major optimizations have been done for SNPCs
    • SNPCs no longer spawn blood when getting damaged by fire entity
    • SNPCs no longer get damaged by ragdolls if the velocity is low
    • Improved the gesture-attacking system
  • General Fixes
    • Fixed a small issue which caused the combine balls to do the same amount of damage each time, it's now randomized from 400 to 500
    • Fixed the flare gun not firing properly for players
    • Fixed gib models having wood surface type

Developer function/variable Changes
NOTE: Some new or changed functions/variables may not be listed here!
  • New global NPC functions: self:DoFormation_Diamond(ent,it,spacing)
  • Removed: util.VJ_GetSNPCsWithActiveSoundTracks()
  • SNPC Bases:
    • New: self.SoundTbl_LostEnemy (Including all variables), self:CustomOnInvestigate(argent), self.MeleeAttackAnimationAllowOtherTasks
    • Changed self:CustomOnAlert() now has a parameter: "argent" which is the entity that the SNPC will set as enemy
    • self:CustomOnCallForHelp(ally) now has a parameter "ally" which returns the ally that it's checking right now
    • Removed: self.NextMoveOutOfFriendlyPlayersWayTime, self.FlinchAnimation_UseSchedule, self.ScheduleTbl_Flinch, self.DoingMoveOutOfFriendlyPlayersWay, self.MyEnemy, self:ConvarsOnThink(), self:FindEnemy(), self:FindEnemySphere()

Update: 8 Feb, 2019 @ 1:19pm

=-=-=-=-= Version - 2.7.1 =-=-=-=-=
FULL CHANGELOG: Link
General Changes & Improvements
  • Tanks now turn the gun faster (By default)
  • Minor Optimizations in the tank base
  • Fixed an error with the fireplace entity

Developer function/variable Changes
NOTE: Some new or changed functions/variables may not be listed here!
  • Organized the tank base, to make it easier for developers to understand the variables & functions (More to come in the future)
  • New global NPC function: NPC_MetaTable:CalculateProjectile(Type, StartPos, EndPos, Vel)
  • Language and kill icon functions no longer need to be called in every shared file, the base will automatically create them now!
  • Fixed the extra function calls on the VJ Controls only working for AddNPC

Update: 12 Jan, 2019 @ 8:31pm

Update: 12 Jan, 2019 @ 3:10pm

=-=-=-=-= Version - 2.7.0 =-=-=-=-=
FULL CHANGELOG: Link
  • New
    • Added a flare gun model (World & View)
    • Added a view model for the Blaster weapon
    • Added new firing sounds for: AR2, SMG1, SPAS-12, and .357 Magnum
    • Added reloading sounds for: Blaster, and SMG1
    • Added spawnicons for Glock 17 & Flare Gun
    • New AI Changes:
      • Added a new investigation and detection system (Both humans & creatures):
        • Will now hear players! (literally)
        • They can hear any sound, common examples: shooting, moving, reloading, toggling flashlight, picking up ammo or a weapon, the list goes on forever basically
        • The distance that a sound travels depends on how loud it is, it's recommended to use silenced weapons to lower the gunshot noise
        • When the SNPCs hear something, they will slowly move to that location to investigate!
        • This system is made to be performance-friendly to ensure not to even drop a single FPS!
      • Humans can now throw back and run from the following grenades:
        • CPTBase H.E.F.G.
        • CW 2.0 Grenades (Frag, Smoke, Flash)
        • Doom 3 SWEPs Grenade
        • Half-Life Renaissance Grenade
        • Half-Life Renaissance Spore Grenade
        • Half-Life SWEPs Grenade
      • Fixed when a medic heals another SNPC, the other SNPC doesn't stop moving (If it was moving)
      • Fixed SNPCs who are allied to a player due to a custom class, not properly turning against them if the player attacks them multiple times
      • Fixed humans sometimes crouching and then uncrouching a second later (while attacking)
      • Fixed humans picking up and throwing multiple grenades at a time
      • Fixed humans creating non-stop errors when using non-VJ NPC weapons (It's still not recommended to use them!)
  • General Changes & Improvements
    • Gibs will now paint decals on side walls and ceilings (Not just ground)
    • Improved the spawning position of corpses dropped by SNPCs (Should freak out less)
    • Optimized the human base by removing old code and tables that are no longer needed
    • Primary firing sound for all weapons now register the weapon user as the owner, allowing more customization for the firing sounds
    • MP-40 and RPG-7 now use view models with a C hand
    • Flare gun now only holds 1 shell
    • Reduced the size of the addon
    • Removed VJ_Package & VJ_Suitcase (It was longer used)
  • General Fixes
    • Fixed the fireplace entity sometimes floating off of the ground
    • Fixed firing sounds cutting off when a player reloads a weapon right after firing
    • Fixed the Entity Scanner tool creating errors when a model without physics information is selected

  • Military SNPCs
    • Fixed Waffen-SS not properly spawning a corpse


    Developer function/variable Changes
    NOTE: Some new or changed functions/variables may not be listed here!
    • obj_vj_gib can now accept custom decals and now takes all of the default blood types
    • Added self:CustomOnRemove() for the spawner base
    • Added a new VJ Base control: VJ.AddClientConVar(cName,cValue,cFlags)
    • SNPC Bases:
      • VJ_ACT_PLAYACTIVITY's parameter, vACT_CustomCode now has parameter: vsched, which holds the schedule (You can use this to link animations together)
      • self:CreateGibEntity() now has an extra feature parameter: BloodDecal
      • Added a new sound table (With all the regular variables & functions): self.SoundTbl_Investigate
      • New (Humans): self:CustomOnDropWeapon_AfterWeaponSpawned(dmginfo,hitgroup,GetWeapon)
      • Fixed self.DeathCorpseEntityClass not working properly
    • Weapon Base:
      • Added: self:CustomOnRemove(), self:CustomOnDrawWorldModel()