Beta Release
Posted 16 hours ago
You can create objects(within objects) and then add and configure pre-made components, features which only made sense seeing as that's also how the engine this was built upon works.

The huge benefit of this kind of system is that it allows you to break down the old way where you have specialized systems with limited interactivity into many different pieces that allow far more variation. We are taking full advantage of this.

Put simply: it takes an "Entity" with limited options and converts it to a bunch of puzzle-like pieces(components) of functionality that you can do sooo much more with, if you want. Or you can just use what others have made and change a few things. Hence the "GMod on crack" phrase.

Think of a car in GMod. Not much to customize there unless you want to get knee deep into archaic text file editing and GLua. Now imagine it you could spawn it the same way and play with it as-is, or you could click on any part of it and change its model/color/handling. You can add/subtract wheels, just fully customize it basically and then save it for later and even share it without leaving this tool. That is the difference.