Tleety
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6b7f598c4d
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WIP
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2016-03-07 23:35:58 +01:00 |
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Tleety
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5c0d9070c7
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WIP
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2016-03-07 23:25:06 +01:00 |
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FakeShemp
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e494f6a495
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Merge branch 'master' into Shadows
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2016-03-07 19:46:04 +01:00 |
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FakeShemp
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2049d630e9
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Revert "Revert "Shadows""
This reverts commit 73b8bff1f3.
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2016-03-07 19:45:46 +01:00 |
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Jace
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3fda25b604
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Working first person animations for AssaultWeapon and DefenderWeapon and reload effect for AssaultWeapon
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2016-03-07 19:38:49 +01:00 |
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Jace
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f923872e51
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fixup! Disabled InputCommand processing while you fiddle with editor UI elements
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2016-03-07 17:54:01 +01:00 |
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Teejoon
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fd994ca93d
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Deleting texture thats getting rended too.
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2016-03-07 17:52:47 +01:00 |
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Jocke
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68a88ed756
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We are now using udp again
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2016-03-07 16:07:54 +01:00 |
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FakeShemp
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ee99821164
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Add reverse and scalar for ColorByDistance
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2016-03-07 15:45:06 +01:00 |
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William Moberg
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962521fa59
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Merge branch 'master' into TeamPickCamera
# Conflicts:
# src/Game/Systems/PlayerDeathSystem.cpp
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2016-03-07 15:20:46 +01:00 |
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stiffly
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9cc8124847
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Renamed IsAnyParentMissingTransform -> isAnyParentMissingTransform (member function).
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2016-03-07 14:34:45 +01:00 |
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Jocke
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078d6eb712
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Added sequnceNumber and totalNumberOfPackets to packet for packet splitting.
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2016-03-07 14:22:09 +01:00 |
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stiffly
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a369c26a28
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Blend tree nodes can now exist without transform components, without the game crashing.
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2016-03-07 14:19:22 +01:00 |
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Teejoon
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b38ebbe676
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Shadows now working on NVIDIA cards too
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2016-03-07 14:00:08 +01:00 |
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Tleety
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99d663d5a2
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ShiftIcon should now track ability depending on what ability the player has and change icon accordingly.
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2016-03-07 13:55:37 +01:00 |
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FakeShemp
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243276707a
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Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
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2016-03-07 13:52:29 +01:00 |
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Jace
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b7a7f7fd5e
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????
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2016-03-04 15:02:01 +01:00 |
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William Moberg
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0dfe00b406
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Unlocks mouse when changing to SpectatorCamera and locking when respawning.
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2016-03-04 09:49:27 +01:00 |
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Jace
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e58b5ffd6f
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Merge remote-tracking branch 'origin/Movement' into Weapons
# Conflicts:
# resources/Schema/Entities/Player.xml
# src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
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2016-03-04 09:43:34 +01:00 |
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viktorljung
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c1f5cf65a7
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Movement animations
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2016-03-04 09:39:16 +01:00 |
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Jace
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ebd4c58c41
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"Fixed" weapon spawning over network
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2016-03-04 09:23:18 +01:00 |
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Jace
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42cccfbac0
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Merge branch 'Weapons' of github.com:teamfisk/TacticalZ into Weapons
# Conflicts:
# assets
# src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
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2016-03-04 08:56:58 +01:00 |
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Jocke
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e2674d915e
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Constrained weapon behavior to client side only
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2016-03-04 08:55:55 +01:00 |
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Jace
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2b55450c18
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Cray cray weapons
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2016-03-04 08:54:59 +01:00 |
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viktorljung
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7ba0e4ea9d
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Run, Strafe and jump animations now playing
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2016-03-04 08:35:02 +01:00 |
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William Moberg
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7a2f1ac9fd
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Merge branch 'Weapons' into TeamPickCamera
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2016-03-04 08:34:27 +01:00 |
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Jocke
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d78a7e20e2
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Merge branch 'master' into Weapons
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2016-03-04 08:29:33 +01:00 |
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William Moberg
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2ecc53ecca
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Merge branch 'master' into TeamPickCamera
# Conflicts:
# src/Game/Game.cpp
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2016-03-04 05:58:49 +01:00 |
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William Moberg
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06614aa907
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SpectatorCameraSystem handles the overwatch cameras. Set camera to a class pick screen when connecting. Cannot spawn until both team and class has been picked.
Preparations for class aware PlayerSpawnSystem.
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2016-03-04 05:41:29 +01:00 |
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Jace
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177667eef5
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The only working branch ever
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2016-03-04 05:02:25 +01:00 |
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Joachim Pettersson
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e6472b9745
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Merge pull request #170 from teamfisk/ScoreBoard
I Hope To God That This Works.
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2016-03-04 04:03:46 +01:00 |
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Tobias Dahl
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7675af1ef6
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Merge pull request #168 from teamfisk/SniperSprintBranch
Sniper sprint effect
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2016-03-04 03:31:53 +01:00 |
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Tleety
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0e95c5bb95
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Fixes
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2016-03-04 02:52:04 +01:00 |
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Jace
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608e339172
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Merge remote-tracking branch 'origin/Animations' into Weapons
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2016-03-04 02:48:41 +01:00 |
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Jace
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3a8f7c5d03
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First attempt at AssaultWeapon animations!
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2016-03-04 02:48:03 +01:00 |
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viktorljung
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1ff91a5c5d
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fixup! Blend duration can now be 0.0
Commited input test stuff
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2016-03-04 02:30:05 +01:00 |
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viktorljung
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49802fed91
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Blend duration can now be 0.0
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2016-03-04 02:24:13 +01:00 |
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Tleety
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778bbd13ca
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double's should now be displayed with only 1 decimal.
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2016-03-04 02:19:13 +01:00 |
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viktorljung
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1616fb20d1
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Skinned meshes now in T-Pose when not it's blendtree is null
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2016-03-04 02:03:50 +01:00 |
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Tleety
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00b5a1771c
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Should now work fully, not KD tho
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2016-03-04 01:34:29 +01:00 |
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Tleety
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66374b7ff9
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Should now track score correctly
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2016-03-04 00:21:01 +01:00 |
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Tleety
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fe7c1dd808
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Merge remote-tracking branch 'origin/DeathEventUsesPlayerID' into ScoreBoard
# Conflicts:
# include/Engine/Network/Server.h
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2016-03-03 23:56:57 +01:00 |
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Jace
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4dd46e2e21
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Merge branch 'master' into Weapons
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2016-03-03 23:46:46 +01:00 |
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Jace
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7e6d32aaec
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Fixed AssaultWeapon reload logic
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2016-03-03 23:45:28 +01:00 |
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stiffly
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2167b6f7b1
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Fix for previous commit..
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2016-03-03 23:43:50 +01:00 |
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viktorljung
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bebdacabb4
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Clean up
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2016-03-03 23:41:08 +01:00 |
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viktorljung
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66c8a17b17
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Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# resources/Schema/Types/Entity.xsd
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2016-03-03 23:21:14 +01:00 |
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viktorljung
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e3fbd2082c
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BlendQueues fully working
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2016-03-03 23:20:13 +01:00 |
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Tleety
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0a21fe15dd
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Merge remote-tracking branch 'origin/master' into ScoreBoard
# Conflicts:
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Types/Entity.xsd
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2016-03-03 22:56:39 +01:00 |
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stiffly
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8466a282b7
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The server will now parse a death event and pass it forward with a KillDeath event to the score system.
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2016-03-03 22:48:42 +01:00 |
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