userJarryd Campicancel
branchrust_reboot/main/ping_improvementscancel

18 Commits over 0 Days - ∞cph!

1 Year Ago
Improved leniency when pinging dropped weapons
1 Year Ago
Fixed pings aimed at points of interest (nodes/chests/etc) also spawning a hostile ping
1 Year Ago
Merge from main
1 Year Ago
Ping sfx now have no falloff but are still 3d, so they sound like they are coming from the left or right but won't be inaudible if they are a long way away Adjusted volume of sfx to better fit new falloff
1 Year Ago
Fixed compass highlights not working
1 Year Ago
Merge from main
2 Years Ago
Server compile fix
2 Years Ago
Merge fixes Increase time a ping is considered "new" to 2s Can now delete placed pings regardless of what entity is held
2 Years Ago
Merge from main
2 Years Ago
Added an analytic event for pinging
2 Years Ago
Increased ping widget size slightly
2 Years Ago
Enabled crosshair on binoculars Fixed pings getting placed slightly below the crosshair point Don't allow multiple pings of the same type to be too close
2 Years Ago
Added sfx slots for each ping type to the ping widget (Assets/Content/UI/GameUI.Hud.PingWidget)
2 Years Ago
Added a game tip to explain how to ping if the player is currently able to ping
2 Years Ago
Only show the compass pulse if a ping is less than 1s old
2 Years Ago
Add an indicator to the side of the compass when a team member places a ping outside of your current view
2 Years Ago
Can now ping while holding the binoculars, no need to zoom in
2 Years Ago
Pings now fade out when they run out of time