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Fixed text positioning in pure_skin bar (by @LukasMandok)
Fixed data being not persistent after hot reloading
HUDs are now still available
ttt2net keeps its data
bindings are not lost on reload
Changed
Revise and additions simplified Chinese (by @TEGTianFan)
Prevent spectators from gathering info on players if they're about to revive (by @AaronMcKenney)
ROLE_NONE does not count as a special role anymore (by @TheNickSkater)
Internal Breaking Changes
Removed first argument of GetEquipmentBase(data, equipment), it only takes the equipment as argument now GetEquipmentBase(equipment) and generally merges it with EquipMenuData
Added equipment as argument to InitDefaultEquipmentForRole(roleData), it now only initializes the given equipment not all InitDefaultEquipmentForRole(roleData, equipment)
Added equipment as argument to CleanUpDefaultCanBuyIndices(), it now only initializes the given equipment not all CleanUpDefaultCanBuyIndices(equipment)
This discussion was created from the release v0.9.3b.
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Added
SWEP.HotReloadableKeys
a list of strings to weapons, that makes data saved withweapons.GetStored()
persistent across hotreloadsFixed
Changed
Internal Breaking Changes
GetEquipmentBase(data, equipment)
, it only takes the equipment as argument nowGetEquipmentBase(equipment)
and generally merges it withEquipMenuData
InitDefaultEquipmentForRole(roleData)
, it now only initializes the given equipment not allInitDefaultEquipmentForRole(roleData, equipment)
CleanUpDefaultCanBuyIndices()
, it now only initializes the given equipment not allCleanUpDefaultCanBuyIndices(equipment)
This discussion was created from the release v0.9.3b.
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