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Old 12-08-2014, 02:31 AM   #1
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This thread will be populated with the various goings-on over at https://github.com/fortressforever

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Old 12-08-2014, 04:28 AM   #2
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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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Old 12-08-2014, 09:01 AM   #3
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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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Old 12-08-2014, 03:14 PM   #4
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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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Old 12-08-2014, 04:28 PM   #5
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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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Old 12-09-2014, 12:21 AM   #6
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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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Old 12-09-2014, 12:21 AM   #7
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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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Old 12-09-2014, 12:23 AM   #8
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squeek502 opened pull request fortressforever/fortressforever#89 ('Fixed CFFCrosshairOptions::UpdateSliders assert and did some cleanup')

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Old 12-09-2014, 12:25 AM   #9
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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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Old 12-09-2014, 12:37 AM   #10
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squeek502 opened issue fortressforever/fortressforever#91 ('Convert Lua Collections to use Lua tables instead of std::vector')

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Old 12-09-2014, 01:35 AM   #11
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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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Old 12-09-2014, 01:35 AM   #12
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squeek502 opened pull request fortressforever/fortressforever-scripts#6 ('Add hud_fastswitch and hud_weaponselect to the Fortress Options "HUD" section')

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Old 12-09-2014, 05:56 PM   #13
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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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Old 12-09-2014, 09:14 PM   #14
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ddm999 opened issue fortressforever/fortressforever#92 ('With the new require("") replace')

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Old 12-09-2014, 09:29 PM   #15
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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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Old 12-09-2014, 09:56 PM   #16
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squeek502 opened issue fortressforever/fortressforever#93 ('Make weapon slots consistent (3 weapon system revisited)')

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Old 12-09-2014, 10:07 PM   #17
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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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Old 12-09-2014, 10:12 PM   #18
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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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Old 12-09-2014, 10:12 PM   #19
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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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Old 12-09-2014, 10:19 PM   #20
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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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