Age | Commit message (Collapse) | Author |
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Translated using Weblate (French)
Currently translated at 94.2% (293 of 311 strings)
Translation: Northstar/Northstar Client Localisation
Translate-URL: https://translate.harmony.tf/projects/northstar/client/fr/
Co-authored-by: Rémy Raes <Alystrasz@users.noreply.translate.harmony.tf>
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for vanilla parity when it comes to the progression system.
See PR description for full details
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Bump the Ubuntu version used for encoding and missing translations check from `20.04` to `22.04`.
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* Translated using Weblate (German)
Currently translated at 100.0% (311 of 311 strings)
Translation: Northstar/Northstar Client Localisation
Translate-URL: https://translate.harmony.tf/projects/northstar/client/de/
* Translated using Weblate (German)
Currently translated at 100.0% (311 of 311 strings)
Translation: Northstar/Northstar Client Localisation
Translate-URL: https://translate.harmony.tf/projects/northstar/client/de/
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Co-authored-by: justplus <justplus@users.noreply.translate.harmony.tf>
Co-authored-by: GeckoEidechse <GeckoEidechse@users.noreply.translate.harmony.tf>
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Translated using Weblate (Spanish)
Currently translated at 92.6% (288 of 311 strings)
Translation: Northstar/Northstar Client Localisation
Translate-URL: https://translate.harmony.tf/projects/northstar/client/es/
Co-authored-by: NachosChipeados <NachosChipeados@users.noreply.translate.harmony.tf>
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Uses a call back that is triggered when the player switches team to update their own entities accordingly.
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Adds initial logic to allow for some form of basic unit testing.
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Seemingly there are cases where mods can set an invalid Titan loadout index, which then causes the progression checks to attempt to set the player's Titan model to an invalid index.
This commit adds a check to ensure that it is within the bounds of the titan loadout array.
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Move weapon drop callback globalization to `#if MP`
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Adds a callback for when a weapon is dropped.
In the progress this also fixes weapons still dropping unintentionally in certain case.
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Co-authored-by: Bobbyperson12 <23128094+Bobbyperson12@users.noreply.github.com>
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Co-authored-by: Bobbyperson12 <23128094+Bobbyperson12@users.noreply.github.com>
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Co-authored-by: Bobbyperson12 <23128094+Bobbyperson12@users.noreply.github.com>
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Translated using Weblate (Portuguese)
Currently translated at 100.0% (311 of 311 strings)
Translation: Northstar/Northstar Client Localisation
Translate-URL: https://translate.harmony.tf/projects/northstar/client/pt/
Co-authored-by: William Miller <Zanieon@users.noreply.translate.harmony.tf>
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Disables MAD by default again by flipping the value of the corresponding convar by reverting #782
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Closes #682
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As they cannot be unlocked by levelling up and some players may still want to use them while having progression enabled, we simply keep them unlocked when progression is enabled.
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index (#788)
The previous index passed to the method did not correspond properly with the persistent data index.
Instead pass their class reference and then use that to grab the correct index.
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Co-authored-by: Maya <11448698+RoyalBlue1@users.noreply.github.com>
Co-authored-by: ASpoonPlaysGames <66967891+ASpoonPlaysGames@users.noreply.github.com>
Co-authored-by: Alystrasz <contact@remyraes.com>
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Use the proper function instead of NSReloadMods on join
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Use `getrandom()` instead of random int from player array to select infected
Co-authored-by: ASpoonPlaysGames <66967891+ASpoonPlaysGames@users.noreply.github.com>
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End match early if there are no players when trying to select infected
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Adds missing spectator initialisation
Co-authored-by: Khalmee <87766895+Khalmee@users.noreply.github.com>
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(#767)
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Translated using Weblate (Spanish (Mexico))
Currently translated at 91.3% (284 of 311 strings)
Translation: Northstar/Northstar Client Localisation
Translate-URL: https://translate.harmony.tf/projects/northstar/client/es_MX/
Co-authored-by: Andrés <DumbANdres@users.noreply.translate.harmony.tf>
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Adds a GitHub Action that auto-adds a label to a PR in case there are merge conflicts.
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Also makes that text get localised as it was hardcoded before.
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Move compiler flag so that `RecalculateHighestTitanFDLevel` is MP only.
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Fixes `spec_mode` bind not working by adding a small spectator replay delay
Co-authored-by: DBmaoha <56738369+DBmaoha@users.noreply.github.com>
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UI integration for the mod downloading feature. Feature activation locked behind a convar.
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Adds a console command to allow players to reset the Aegis Ranks of their Titans
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Adds decorative models to the lobby map that will only display during winter holiday season.
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Treat `.gnut` files as `.nut` for syntax highlighting on GitHub
Their syntax is functionally the same anyway.
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This is an initial test to get formatting etc agreed upon to then
build on this further
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Requesting for invalid loadout index using SwapSecondaryAndWeapon3PersistentLoadoutData will cause a crash. This change just adds a check to reset the loadout index.
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* use consts for killingspree and rampage score events
* add Revenge and Quick Revenge score events
* ensure no revenge/quick revenge against non-players
* this is OnPlayerKilled i dont need this check
* implement mayhem and onslaught
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Add translation status indicator badge to README
Add section showing all languages
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Translated using Weblate (French)
Currently translated at 100.0% (291 of 291 strings)
Translation: Northstar/Northstar Client Localisation
Translate-URL: https://translate.harmony.tf/projects/northstar/client/fr/
Co-authored-by: Rémy Raes <Alystrasz@users.noreply.translate.harmony.tf>
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Script component of plugins v3. See launcher PR for more info.
https://github.com/R2Northstar/NorthstarLauncher/pull/472
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Adds a new callback: `SetCallback_TryUseProjectileReplay` so that servers can write logic to enable/disable this behaviour on a case by case basis
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As currently Northstar does not support launching into vanilla.
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Fixes wrong attacker receiving stat updates
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Small fix which the wrong item type was being addressed to check for Titan Camos, allowing players to use any camo without fallback to default if they didn't own that item previously when enabling progression.
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Also doesn't show the challenge completion notifications in game as a nice side effect
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Gun game was never set up to properly use the playlistvars for setting guns, and relied on playlistvaroverrides to set the score limit, this caused the change to persist to other modes
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Fix the add to project workflow so that it works on PRs from forks, securely by running it in the context of the target.
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