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Old 09-11-2016, 10:32 PM   #1821
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squeek502 pushed 3 commits to fortressforever/fortressforever:beta

  • 6e5082 squeek502: 'Fix holding +attack2 disallowing certain weapons from firing. - Affected all weapons without clips...'
  • 97648c squeek502: 'Remove unused/empty SecondaryAttack implementations for clarity'
  • 58b71a squeek502: 'Merge pull request #321 from fortressforever/fixes/attack2-swing. Fix holding +attack2 disallowing...'

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Old 09-11-2016, 10:39 PM   #1822
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squeek502 commented on issue fortressforever/fortressforever#324 ('Refill jetpack fuel on flag cap/impulse 101'):
Jetpack fuel doesn't use the ammo system, so this would involve:

- Setting fuel amount to full in CFFPlayer::CheatImpulseCommands
- Exposing player:GetJetpackFuel/player:SetJetpackFuel functions to Lua and calling them in the relevant base_cap functions
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Old 09-11-2016, 10:44 PM   #1823
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AfterShockFF commented on issue fortressforever/fortressforever#324 ('Refill jetpack fuel on flag cap/impulse 101'):
Should probably reset overpressure and stuff too. Maybe some 'Restock' command or smoething?
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Old 09-11-2016, 10:46 PM   #1824
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squeek502 tagged fortressforever/fortressforever:2.7.2 at beta


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Old 09-11-2016, 10:47 PM   #1825
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squeek502 tagged fortressforever/fortressforever:v2.7.2 at beta


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Old 09-11-2016, 11:03 PM   #1826
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doublah opened issue fortressforever/fortressforever-web#6 ('Add 2.7.0/2.7.1 changelog')

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Old 09-11-2016, 11:04 PM   #1827
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squeek502 opened issue fortressforever/fortressforever#325 ('Jetpack fuel bar is glitchy on high ping')

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Old 09-11-2016, 11:23 PM   #1828
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squeek502 closed issue fortressforever/fortressforever-web#6 ('Add 2.7.0/2.7.1 changelog')

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Old 09-11-2016, 11:23 PM   #1829
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squeek502 pushed 1 commit to fortressforever/fortressforever-web:master

  • cddb5e squeek502: 'Add 2.7.0/2.7.1/2.7.2 changelogs (closes #6)'

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Old 09-11-2016, 11:31 PM   #1830
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squeek502 pushed 1 commit to fortressforever/fortressforever-web:master

  • b00211 squeek502: 'Change 2.7.0 page to 2.7.x so it makes more sense to include the minor patch notes'

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Old 09-11-2016, 11:53 PM   #1831
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squeek502 pushed 1 commit to fortressforever/fortressforever-web:master

  • 05d72b squeek502: 'Remove outdated information about beta testing'

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Old 09-12-2016, 02:33 AM   #1832
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doublah commented on issue fortressforever/fortressforever#325 ('Jetpack fuel bar is glitchy on high ping'):
Reproducable with net_fakelag.
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Old 09-12-2016, 02:34 AM   #1833
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doublah opened issue fortressforever/fortressforever#326 ('Show team indicator above disguised spies in spectator.')

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Old 09-12-2016, 07:52 PM   #1834
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Jitterskull commented on issue fortressforever/fortressforever#270 ('Pyro revamp'):
Ehh... And I hoped they could introduce the loadout system before such radical unnecessary change will actually apply in to official update.

R.I.P. Fortress Forever.
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Old 09-12-2016, 08:16 PM   #1835
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FDA- commented on issue fortressforever/fortressforever#270 ('Pyro revamp'):
@Jitterskull Have you played it at all? You are not forced to use the IC. Flame damage will still ramp up using just the flamethrower, which is something you all asked for. IC self damage was reduced, and jumping is now way better with it. This combined with the jetpack opens up even more movement...
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Old 09-13-2016, 10:03 AM   #1836
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AfterShockFF commented on issue fortressforever/fortressforever#310 ('FPS drops after latest patch (v2.7)'):
Some cvars worth playing with:
ffdev_flame_updatetime("ffdev_flame_updatetime", "0.01", 0, "Number of seconds between particle creation updates");
ffdev_flame_numparticles( "ffdev_flame_numparticles", "5", 0, "sdsd ");
static ConVar ffdev_flame_rate( "ffdev_flame_rate", "128", 0,...
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Old 09-17-2016, 12:18 AM   #1837
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doublah opened issue fortressforever/fortressforever#327 ('Ability to destroy own sabotaged SG if friendly fire is off')

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Old 09-17-2016, 01:08 AM   #1838
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squeek502 commented on issue fortressforever/fortressforever#327 ('Ability to destroy own sabotaged SG if friendly fire is off'):
You mean before it's activated or after?
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Old 09-17-2016, 01:43 AM   #1839
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doublah commented on issue fortressforever/fortressforever#327 ('Ability to destroy own sabotaged SG if friendly fire is off'):
After, and I mean with your normal weapons/grenades, not det. It's possible with friendly fire on.
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Old 09-17-2016, 02:29 AM   #1840
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squeek502 commented on issue fortressforever/fortressforever#327 ('Ability to destroy own sabotaged SG if friendly fire is off'):
Strange, wonder if this was accidentally introduced recently. Seems like it worked like this in the past.
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