{"payload":{"feedbackUrl":"https://github.com/orgs/community/discussions/53140","repo":{"id":347281565,"defaultBranch":"master","name":"SM-TFCustomWeaponsX","ownerLogin":"nosoop","currentUserCanPush":false,"isFork":false,"isEmpty":false,"createdAt":"2021-03-13T05:27:15.000Z","ownerAvatar":"https://avatars.githubusercontent.com/u/6760398?v=4","public":true,"private":false,"isOrgOwned":false},"refInfo":{"name":"","listCacheKey":"v0:1718085677.0","currentOid":""},"activityList":{"items":[{"before":"2c22df4f08f5382549d89f966eb110f8f047ddb0","after":"e10d745f3cec68570b89f589b9b934ef5a184423","ref":"refs/heads/master","pushedAt":"2024-06-11T06:01:01.000Z","pushType":"pr_merge","commitsCount":1,"pusher":{"login":"nosoop","name":null,"path":"/nosoop","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/6760398?s=80&v=4"},"commit":{"message":"Force econ item validation (#61)\n\nFor a long while, Valve blocked econ items from showing if they weren't\r\nattached to a player that actually owned it.\r\n\r\nAn escape hatch was added in Gun Mettle to network the validation state of\r\nitems, since the owning player may have disconnected while one of their items\r\nis held by another user.\r\n\r\nSome VScript maps make use of this escape hatch for item visibility, so it's\r\nprobably fine to pull this in at this point.","shortMessageHtmlLink":"Force econ item validation (#61)"}},{"before":"204430d8db2a38c30077e9ebb97f521b459a6df4","after":"2c22df4f08f5382549d89f966eb110f8f047ddb0","ref":"refs/heads/master","pushedAt":"2024-04-19T05:13:05.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"nosoop","name":null,"path":"/nosoop","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/6760398?s=80&v=4"},"commit":{"message":"Update for TF2 version 8826692 (2024-04-18)","shortMessageHtmlLink":"Update for TF2 version 8826692 (2024-04-18)"}},{"before":"9ac98cb09509000233feaf6cd7fdfeeef8b929e8","after":"204430d8db2a38c30077e9ebb97f521b459a6df4","ref":"refs/heads/master","pushedAt":"2023-11-09T13:58:53.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"nosoop","name":null,"path":"/nosoop","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/6760398?s=80&v=4"},"commit":{"message":"Let game determine starting clip size\n\nThis replaces the previous CWX behavior of fully manually\nreplenishing an item's clip to maximum with a call to the game's\nfunctionality to determine the default clip amount.\n\nThis allows CWX to gracefully handle the case of weapons that start\nwith 0 in the clip (the case for weapons that can be overloaded).","shortMessageHtmlLink":"Let game determine starting clip size"}},{"before":"311a08a25abc67b12ab12abb55720ca4316b11db","after":"9ac98cb09509000233feaf6cd7fdfeeef8b929e8","ref":"refs/heads/master","pushedAt":"2023-08-18T15:16:14.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"nosoop","name":null,"path":"/nosoop","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/6760398?s=80&v=4"},"commit":{"message":"Fix clipsize being retained from stock items\n\nIt looks like something in CTFPlayer::ManageRegularWeapons depends\non the item definition being accurate for the clip size.\n\nThere's probably a better way to handle this in ::ItemsMatch() now\nthat it's clear what it actually does, so we should review that\nin the future.\n\nFixes #56.","shortMessageHtmlLink":"Fix clipsize being retained from stock items"}}],"hasNextPage":false,"hasPreviousPage":false,"activityType":"all","actor":null,"timePeriod":"all","sort":"DESC","perPage":30,"cursor":"djE6ks8AAAAEYdQkWQA","startCursor":null,"endCursor":null}},"title":"Activity ยท nosoop/SM-TFCustomWeaponsX"}