06-05-2016, 12:50 AM | #1201 |
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AfterShockFF pushed 3 commits to fortressforever/fortressforever:beta
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06-05-2016, 12:50 AM | #1202 |
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AfterShockFF merged pull request fortressforever/fortressforever#263 ('Reduce effects of explosions and concs on ragdolls') from AfterShockFF to beta
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06-05-2016, 02:53 AM | #1203 |
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AfterShockFF created fortressforever/fortressforever:bugfix/jumpgun-chargebar-conced at 7313f7 (+1 new commit)
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06-05-2016, 02:53 AM | #1204 |
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AfterShockFF opened pull request fortressforever/fortressforever#265 ('Make the jumpgun charge bar stay on screen even whilst conced, but st…')
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06-05-2016, 02:55 AM | #1205 |
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squeek502 created fortressforever/fortressforever:features/jumpgun-charge-fx at 88a428 (+1 new commit)
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06-05-2016, 02:56 AM | #1206 |
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squeek502 opened pull request fortressforever/fortressforever#266 ('Add viewmodel charge effects to the jump gun')
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06-05-2016, 12:28 PM | #1207 |
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AfterShockFF merged pull request fortressforever/fortressforever#265 ('Make the jumpgun charge bar stay on screen even whilst conced, but st…') from AfterShockFF to beta
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06-05-2016, 12:28 PM | #1208 |
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:beta
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06-05-2016, 01:11 PM | #1209 |
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:features/jumpgun-charge-fx
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06-05-2016, 01:11 PM | #1210 |
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AfterShockFF synchronized pull request fortressforever/fortressforever#266 ('Add viewmodel charge effects to the jump gun')
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06-05-2016, 02:14 PM | #1211 |
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AfterShockFF opened issue fortressforever/fortressforever#267 ('From forums: Headstomp doesnt do damage if stomper dies from fall damage')
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06-05-2016, 02:27 PM | #1212 |
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AfterShockFF commented on issue fortressforever/fortressforever#267 ('From forums: Headstomp doesnt do damage if stomper dies from fall damage'):
Think its this line that kills the player before the headstomp kicks in.View on Github |
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06-05-2016, 02:30 PM | #1213 |
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AfterShockFF commented on issue fortressforever/fortressforever#267 ('From forums: Headstomp doesnt do damage if stomper dies from fall damage'):
One option would be to set a flag to apply fall damage at that point and then apply it later. Another option would be to move the fall damage application code after the headstomp code altogether.View on Github |
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06-05-2016, 02:31 PM | #1214 |
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AfterShockFF opened issue fortressforever/fortressforever#268 ('From forums: Headstomp should apply to SGs (all buildables?)')
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06-05-2016, 02:37 PM | #1215 |
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AfterShockFF opened issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls')
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06-05-2016, 03:10 PM | #1216 |
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AfterShockFF commented on issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls'):
Probably this sphere query needs changing to stop the damageView on Github |
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06-05-2016, 03:32 PM | #1217 |
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AfterShockFF commented on issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls'):
The trace to draw the lasers looks OK to me. it's hereView on Github |
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06-05-2016, 03:33 PM | #1218 |
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AfterShockFF commented on issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls'):
Realised squeek already fixed this but didnt close it in forumsView on Github |
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06-05-2016, 03:33 PM | #1219 |
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AfterShockFF closed issue fortressforever/fortressforever#269 ('From forums: Laser grenade lasers go through walls')
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06-05-2016, 03:56 PM | #1220 |
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AfterShockFF commented on issue fortressforever/fortressforever#222 ('Fix cl_spawnweapon_spy tranq'):
A few options here:View on Github |
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