13,139 Commits over 2,861 Days - 0.19cph!
Fixed some interaction issues when the player dies while the map screen was being held open because of label input
Fixed broken map marker on MLRS UI
Don't allow pings in hardcore mode
Contextual pings will now create the ping at the top of the entity in world space, rather than where the ping raycast hits
Renamed demo.hud to demo.ui and made it true by default
Demo shot editor will now be enabled by default for all players
Merge from more_map_markers
Update teleport2marker to work with new marker system:
-Will first attempt to read a string argument and match it to the marker name (eg. "teleport2marker home" will teleport to the home marker)
-Next attempt will read an integer argument and will go to that marker in the list, list is ordered from oldest to newest (eg."teleport2marker 3" will teleport to 3rd oldest marker)
-Last attempt will just cycle through available markers (eg. "teleport2marker" will move to a different marker each time it's run)
Show all icons and colours in the edit UI instead of using the cycle buttons
Scaled down size of map markers to more closely match existing designs
Remove old team leader map marker prefab (we use a single prefab now)
Fixed some depth issues for map markers when editing. The marker being actively edited will now always appear in front of any other markers and will return to it's regular depth once the edit is finished
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Disable rich text in a few places
Merge from more_map_markers
Better marker edit styling
Merge from more_map_markers
Single tapping ping button will now automatically create an appropriate ping when looking at various entities
Can now remove pings (single tap of ping button)
Shrink pings
Don't update marker label every update
Fixes
Default keybind (mouse3, temp)
Alpha pings down to 0.2 while aiming
Fixed marker input field triggering keybinds
Compile fixes, sync progress
Use diamonds for pings, circles for map markers
Re-export with less busted alpha, add new icons
Colours, duration, radial support
Layering fixes, input fixes
First export of new icons
The output division is now applied before min/max/buffer amounts are calculated, meaning the split amount is based on the maximum amount that can be moved and is then clamped by the max
Prevents Max filters incorrectly slowing down transfer rates
Apply screen settings after switching to safemode
Merge from industrial (stacking improvements)
Merge from industrial/better_stacking2
Merge from baseball_research_fix_2