FF_Team |
12-14-2014 03:05 AM |
squeek502 opened pull request fortressforever/fortressforever#97 ( 'Remove the map guide menu as it has never been utilized')
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FF_Team |
12-14-2014 03:06 AM |
squeek502 commented on issue fortressforever/fortressforever#94 ( 'Modify the map guide options on team select.'): #97 does most of this. Greying out the flythrough based on mapguide existence is a bit of a pain so I didn't end up doing that. View on Github
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FF_Team |
12-14-2014 03:07 AM |
squeek502 created fortressforever/fortressforever-scripts: cleanup/map-guide-menu at c9003e (+1 new commit)
- c9003e squeek502: 'Remove the map guide menu and make the Flythrough button go directly to the flythrough'
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FF_Team |
12-14-2014 03:08 AM |
squeek502 opened pull request fortressforever/fortressforever-scripts#11 ( 'Remove the map guide menu and make the Flythrough button go directly to the flythrough')
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FF_Team |
12-14-2014 02:56 PM |
AfterShockFF commented on issue fortressforever/fortressforever#96 ( 'Rampslide sparks (take 2)'): Other than a minor comment this is all good :+1: View on Github
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FF_Team |
12-14-2014 03:00 PM |
AfterShockFF commented on issue fortressforever/fortressforever#97 ( 'Remove the map guide menu as it has never been utilized'): Fine with me :+1: View on Github
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FF_Team |
12-15-2014 12:40 AM |
squeek502 closed issue fortressforever/fortressforever#94 ( 'Modify the map guide options on team select.')
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FF_Team |
12-15-2014 12:40 AM |
squeek502 merged pull request fortressforever/fortressforever#97 ( 'Remove the map guide menu as it has never been utilized') from squeek502 to beta
View on Github
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FF_Team |
12-15-2014 12:40 AM |
squeek502 merged pull request fortressforever/fortressforever-scripts#11 ( 'Remove the map guide menu and make the Flythrough button go directly to the flythrough') from squeek502 to master
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FF_Team |
12-15-2014 03:02 AM |
squeek502 commented on issue fortressforever/fortressforever#41 ( 'Make handheld frag jumps more TFC-likeā¢'): Did some testing using a custom TFC server plugin. Here's the resultant data:
vel_before | vel_after | vel_delta_len
-----------|-----------|--------------
-333.065,-58.743,125.128 | -1239.192,-218.548,515.088 | 999.3360694751
-230.221,302.97,236.328 | -735.157,967.452,797.816 |... View on Github
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FF_Team |
12-15-2014 04:20 AM |
squeek502 merged pull request fortressforever/fortressforever#89 ( 'Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup') from squeek502 to beta
View on Github
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FF_Team |
12-15-2014 04:20 AM |
squeek502 closed issue fortressforever/fortressforever#87 ( 'Stop distributing classname.cfg/userconfig.cfg directly')
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FF_Team |
12-15-2014 04:20 AM |
squeek502 merged pull request fortressforever/fortressforever#88 ( 'Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist') from squeek502 to beta
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FF_Team |
12-15-2014 04:21 AM |
squeek502 deleted fortressforever/fortressforever: features/default-cfgs at 7f0263
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FF_Team |
12-15-2014 04:21 AM |
squeek502 deleted fortressforever/fortressforever: fixes/xhair-option-assert at 080c35
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FF_Team |
12-15-2014 04:21 AM |
squeek502 deleted fortressforever/fortressforever: cleanup/map-guides at f523bf
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FF_Team |
12-15-2014 06:08 AM |
Largos commented on issue fortressforever/fortressforever#93 ( 'Make weapon slots consistent (3 weapon system revisited)'): I thank you for using my original post to start this conversation, and if there are some classes that still need 4 slots I say it's okay. The part that was silly was that soldier has NO slot4 yet his primary is in slot5. I'm all for going up to 4 or 5 slots as long as the progression of slot1 to... View on Github
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FF_Team |
12-15-2014 06:10 AM |
Largos commented on issue fortressforever/fortressforever#32 ( 'Make cz2 more fun for low player numbers'): What about making the map lock down to just points 2 - 4 when it's a low number of people? View on Github
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FF_Team |
12-15-2014 06:41 AM |
squeek502 commented on issue fortressforever/fortressforever#93 ( 'Make weapon slots consistent (3 weapon system revisited)'): Note to myself/anyone that works on this: the weapon script system currently locks weapons into specific slots (all single shotguns occupy slot2, not currently possible to have it in a different slot per class). Would need to implement a solution to that in order to start swapping weapon slots... View on Github
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FF_Team |
12-15-2014 06:48 AM |
squeek502 created fortressforever/fortressforever-scripts: features/remove-nailgun-sniper at d14553 (+1 new commit)
- d14553 squeek502: 'Remove nailgun from sniper. * Contributes towards fortressforever/fortressforever#93'
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