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-   -   Latest Github Events (https://forums.fortress-forever.com/showthread.php?t=24627)

FF_Team 12-08-2014 03:31 AM

Latest Github Events
 
This thread will be populated with the various goings-on over at https://github.com/fortressforever

FF_Team 12-08-2014 05:28 AM

squeek502 pushed 1 commit to fortressforever/fortressforever:features/ramp-sliding-sparks

  • 7c78f2 squeek502: 'Networked IsRampsliding so that rampslide sparks work for other players. * The tracing is done...'

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FF_Team 12-08-2014 10:01 AM

squeek502 pushed 1 commit to fortressforever/git-svn-sync:master

  • a9e808 squeek502: 'Add another attempt at a script for mirroring git commits to an svn repo without shared history. *...'

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FF_Team 12-08-2014 04:14 PM

mikeparker commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'): 'Is it also the case that other games have the best weapons in low-numbered slots (1 is the best) and...'

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FF_Team 12-08-2014 05:28 PM

ddm999 commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'): 'Well I believe the whole low number = good weapon thing comes from the fact you have a small array...'

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FF_Team 12-09-2014 01:21 AM

squeek502 created fortressforever/fortressforever:fixes/xhair-option-assert at e9c4db (+1 new commit)

  • e9c4db squeek502: 'Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup'

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FF_Team 12-09-2014 01:21 AM

squeek502 created fortressforever/fortressforever:features/show-weapon-select at 9a0ec8 (+2 new commits)

  • 7852fe squeek502: 'Add hud_weaponselect cvar. * Briefly shows the weapon select menu whenever switching weapons when...'
  • 9a0ec8 squeek502: 'Default hud_fastswitch to 1'

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FF_Team 12-09-2014 01:23 AM

squeek502 opened pull request fortressforever/fortressforever#89 ('Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup')

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FF_Team 12-09-2014 01:25 AM

squeek502 opened pull request fortressforever/fortressforever#90 ('Default hud_fastswitch to 1 but still show the menu when switching weapons (hud_weaponselect 1)')

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FF_Team 12-09-2014 01:37 AM

squeek502 opened issue fortressforever/fortressforever#91 ('Convert Lua Collections to use Lua tables instead of std::vector')

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FF_Team 12-09-2014 02:35 AM

squeek502 created fortressforever/fortressforever-scripts:features/weapon-select-options at 978cfa (+1 new commit)

  • 978cfa squeek502: 'Add hud_fastswitch and hud_weaponselect to the Fortress Options "HUD" section. * See...'

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FF_Team 12-09-2014 02:35 AM

squeek502 opened pull request fortressforever/fortressforever-scripts#6 ('Add hud_fastswitch and hud_weaponselect to the Fortress Options "HUD" section')

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FF_Team 12-09-2014 06:56 PM

Largos commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'): 'Agreed with only 1 shotgun on each class. HWGuy in fact especially shouldn't have a single shotty,...'

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FF_Team 12-09-2014 10:14 PM

ddm999 opened issue fortressforever/fortressforever#92 ('With the new require("") replace')

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FF_Team 12-09-2014 10:29 PM

squeek502 commented on issue fortressforever/fortressforever#92 ('With require() replacing IncludeScript(), included files are not logged.'): 'Could you explain why this functionality was desirable? Note that failing to find a require'd module...'

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FF_Team 12-09-2014 10:56 PM

squeek502 opened issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)')

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FF_Team 12-09-2014 11:07 PM

squeek502 commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'): 'An idea from that dev forum thread for combining the blue pipe launcher with the functionality of...'

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FF_Team 12-09-2014 11:12 PM

ddm999 commented on issue fortressforever/fortressforever#92 ('With require() replacing IncludeScript(), included files are not logged.'): 'It's helpful to know what's been loaded and what hasn't. For instance, if you're setting up a new...'

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FF_Team 12-09-2014 11:12 PM

ddm999 commented on issue fortressforever/fortressforever#92 ('With require() replacing IncludeScript(), included files are not logged.'): 'It's helpful to know what's been loaded and what hasn't. For instance, if you're setting up a new...'

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FF_Team 12-09-2014 11:19 PM

squeek502 commented on issue fortressforever/fortressforever#92 ('With require() replacing IncludeScript(), included files are not logged.'): 'base.lua is loaded via a separate method every map load.. See:...'

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FF_Team 12-09-2014 11:25 PM

ddm999 closed issue fortressforever/fortressforever#92 ('With require() replacing IncludeScript(), included files are not logged.')

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FF_Team 12-09-2014 11:25 PM

ddm999 commented on issue fortressforever/fortressforever#92 ('With require() replacing IncludeScript(), included files are not logged.'): 'Fair enough.. (Also I had no idea those were actually posted because the script behind GitHub...'

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FF_Team 12-09-2014 11:29 PM

FDA- commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'): 'I agree with Aftershock about demo on all points. I also would like to see the spy keep his nail...'

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FF_Team 12-09-2014 11:43 PM

ddm999 commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'): 'I agree with FDA on this. Making it have 3 weapon slots for all classes just hides away parts from...'

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FF_Team 12-09-2014 11:54 PM

ddm999 opened issue fortressforever/fortressforever#94 ('Modify the map guide options on team select.')

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FF_Team 12-09-2014 11:56 PM

squeek502 commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'): '@FDA-:. > The idea sounds very clunky, and could confuse players into thinking "hold click to...'

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FF_Team 12-09-2014 11:58 PM

squeek502 commented on issue fortressforever/fortressforever#94 ('Modify the map guide options on team select.'): 'Makes sense.'

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FF_Team 12-10-2014 12:53 AM

FDA- commented on issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)'): '" Should he stand back and kill an SG from far away or should he use his unique abilities to get...'

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FF_Team 12-10-2014 01:42 AM

AfterShockFF commented on issue fortressforever/fortressforever#90 ('Default hud_fastswitch to 1 and add hud_weaponselect cvar'): 'Sounds like a great compromise. :+1: '

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FF_Team 12-10-2014 01:42 AM

AfterShockFF commented on the diff of pull request fortressforever/fortressforever#89@e9c4db ('Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup'): 'this iCurrentWeapon is a bit confusing now - is this actually currentCrosshair ?'

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FF_Team 12-10-2014 01:43 AM

AfterShockFF commented on issue fortressforever/fortressforever#89 ('Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup'): 'Minor suggestion otherwise all good :+1: '

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FF_Team 12-10-2014 01:45 AM

AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'whats MOD here?'

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FF_Team 12-10-2014 01:48 AM

AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'whats "rb"?'

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FF_Team 12-10-2014 01:51 AM

AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'This whole loop could do with a bit more readability help. Hungarian prefixes hurt when it gets to...'

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FF_Team 12-10-2014 01:52 AM

AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'I think you can invert this "if" statement and just return early if the file doesnt exist, reduces...'

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FF_Team 12-10-2014 01:52 AM

AfterShockFF commented on the diff of pull request fortressforever/fortressforever#88@ea856b ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'Again you could return early here and invert the if statement, reduces nesting'

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FF_Team 12-10-2014 01:54 AM

AfterShockFF commented on issue fortressforever/fortressforever#88 ('Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist'): 'This is generally a good idea. The code could do with a slight cleanup but otherwise all good :+1: '

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FF_Team 12-10-2014 01:57 AM

AfterShockFF commented on issue fortressforever/fortressforever#85 ('Scout movement weapon'): 'The only other thing we werent quite happy with, design mechanics wise, (if I remember correctly,...'

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FF_Team 12-10-2014 01:58 AM

AfterShockFF commented on the diff of pull request fortressforever/fortressforever#85@c9bfd4 ('Scout movement weapon'): 'i suspect we don't need both?'

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FF_Team 12-10-2014 01:59 AM

AfterShockFF commented on the diff of pull request fortressforever/fortressforever#85@c9bfd4 ('Scout movement weapon'): 'We should probably try to get rid of these useless comments on new files, at least we should try to...'

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