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Old 05-21-2016, 02:17 PM   #1101
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fryl0ch commented on issue fortressforever/fortressforever#252 ('weird positioning w/ hud_centerid 1'):
> The debug screenshot you posted might be before surface()->GetScreenSize() has been called

derp, you're right of course; haven't c'd in a while =\
here's a (hopefully) more useful...
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Old 05-21-2016, 02:25 PM   #1102
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fryl0ch commented on issue fortressforever/fortressforever#252 ('weird positioning w/ hud_centerid 1'):
this may not be related, but after i detached i saw this in the ff console

`hit surface has no samples`
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Old 05-21-2016, 08:36 PM   #1103
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squeek502 commented on issue fortressforever/fortressforever#252 ('weird positioning w/ hud_centerid 1'):
Hm, m_flYOffset ending up as 15 after 277.777 is passed to `scheme()->GetProportionalScaledValue()` is really bizzare; the return should be larger than the input. When I step through on 1920x1080 res, an input of 277.777 gets (correctly) scaled to 623.

Maybe the 75 offset should just be scaled...
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Old 05-21-2016, 08:50 PM   #1104
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squeek502 commented on issue fortressforever/fortressforever#252 ('weird positioning w/ hud_centerid 1'):
Haha, I'm actually just a dummy. All of this proportional scaling has actually never done anything. It's scaling down and then up using the same ratio, resulting in (what should be) the same value anyway. Like so:

```
int value = 100;
float scale = 0.5;
float normalizedValue = value *...
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Old 05-21-2016, 08:51 PM   #1105
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squeek502 synchronized pull request fortressforever/fortressforever#255 ('Fix various HUD positioning on non-standard resolutions')

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Old 05-21-2016, 08:51 PM   #1106
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squeek502 pushed 1 commit to fortressforever/fortressforever:fixes/getscreensize

  • 7e5264 squeek502: 'Remove redundant normalizing/scaling of the crosshairinfo y pos. - Was causing problems on...'

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Old 05-21-2016, 08:52 PM   #1107
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squeek502 commented on issue fortressforever/fortressforever#252 ('weird positioning w/ hud_centerid 1'):
Alright, @fryl0ch, if you could test these changes: https://github.com/fortressforever/fortressforever/commit/7e5264898b1bf1aa122edc923ad7e09c60ab5e99 and let me know if crosshair info shows up for you, it'd be much appreciated.
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Old 05-22-2016, 08:58 AM   #1108
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jechamt commented on issue fortressforever/fortressforever#227 ('Persist mutes so we don't have to re-mute players every map and server change'):
Perhaps a bridge/temporary workaround could be to log/show in console changes to mute, and show a brief tooltip on screen?

(ps: -ADmin01)
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Old 05-22-2016, 12:09 PM   #1109
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AfterShockFF opened pull request fortressforever/fortressforever#256 ('Refactoring: Put SG / Dispenser costs to one centralised place.')

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Old 05-22-2016, 12:24 PM   #1110
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AfterShockFF synchronized pull request fortressforever/fortressforever#256 ('Refactoring: Put SG / Dispenser costs to one centralised place.')

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Old 05-22-2016, 12:25 PM   #1111
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AfterShockFF synchronized pull request fortressforever/fortressforever#256 ('Refactoring: Put SG / Dispenser costs to one centralised place.')

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Old 05-22-2016, 12:28 PM   #1112
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AfterShockFF synchronized pull request fortressforever/fortressforever#256 ('Refactoring: Put SG / Dispenser costs to one centralised place.')

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Old 05-22-2016, 12:32 PM   #1113
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AfterShockFF synchronized pull request fortressforever/fortressforever#256 ('Refactoring: Put SG / Dispenser costs to one centralised place.')

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Old 05-22-2016, 01:59 PM   #1114
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AfterShockFF synchronized pull request fortressforever/fortressforever#256 ('Refactoring: Put SG / Dispenser costs to one centralised place.')

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Old 05-22-2016, 03:39 PM   #1115
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AfterShockFF merged pull request fortressforever/fortressforever#256 ('Refactoring: Put SG / Dispenser costs to one centralised place.') from AfterShockFF to beta

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Old 05-22-2016, 03:56 PM   #1116
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AfterShockFF edited pull request fortressforever/fortressforever#85 ('Scout movement weapon')

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Old 05-22-2016, 03:57 PM   #1117
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AfterShockFF commented on issue fortressforever/fortressforever#85 ('Scout movement weapon'):
Going to merge this - it's releasable in this state. It doesnt have a unique weapons model but thats unlikely to come soon and we can do it later. I've added the sounds. Weapons naming and adding a better effect can always be added later.
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Old 05-22-2016, 03:57 PM   #1118
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AfterShockFF merged pull request fortressforever/fortressforever#85 ('Scout movement weapon') from squeek502 to beta

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Old 05-22-2016, 07:43 PM   #1119
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squeek502 commented on issue fortressforever/fortressforever#256 ('Refactoring: Put SG / Dispenser costs to one centralised place.'):
Nice one. :+1:
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Old 05-28-2016, 04:21 PM   #1120
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AfterShockFF force-pushed fortressforever/fortressforever:features/hover-turret from 5413c6 to 577241

  • 9baa8d : 'Engineer: Hover turret grenades:. - When activated, they rise a few meters and shoot at any enemy...'
  • 6f332b : 'increasing hoverturret collision size'
  • 9330d6 : 'Bunch of hover turret improvements:. - nailgren model again. - Model spins on its side so very...'
  • 906adc : 'Hover turret: increased lifetime from 5 to 7 seconds. SG: reduced dmg required to lower max HP from...'
  • 028319 : 'Added a laser underneath the hover turret so players can easier see where it is.'
  • ca256f : 'Switched hover turret over to firing nails instead of hitscan bullets. Hopefully this should reduce...'
  • f1e6ea : 'Hoverturret tweaks: Can't shoot cloaked spies, added cvar so it can't be shot any more'
  • 4ac19a : 'Another unused variable:. CFFProjectileNail *pNail = CFFProjectileNail::CreateNail. Is now:....'
  • 44830c : 'Test of new programming style:. - Smaller functions. - More descriptive names. - Less useless...'
  • 8527e8 AfterShockFF: 'Add m_bIsOn = true because the base grenade files were changed - seems like this should stay in the...'
  • 577241 AfterShockFF: 'Reduce frequency of sparks and make it a cvar'

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