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Pull upstream changes #1
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jimmydorry
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with testing mode and such
Battleship.lua
Major library update. Set new version checkpoint.
Fixed a couple of faulty functions on the way. Need ideas for more utilities!
It might be possible to just use the 'address' field on the player_connect event
Also adjusted the schema on the test branch
Moved rounds to the bottom of the default schema and changed the args to a 'isLastRound' parameter that defaults to false in case of customSchema:submitRound() calls Needs testing!
Address method also failed
Merged test branch for definitive v2
Debug: Sending: {"modIdentifier":"0a545b9a80b2c06512e7bf3d8a9bbae6","steamID32":"86718505","matchID":1297354,"schemaVersion":2} GDS Reply: {"result":0,"error":"Caught Exception: Missing payload!","schemaVersion":1}
This broadcasts the super sekret keys
Library v3
Removed .xml, must use lua Dynamic_HUD
Fixed globals
Let's roll with these changes.
Fix for no stats in workshop tools (TESTING override)
- Update http://getdotastats.com/#s2__guide_stat_collection requesting to merge the custom UI manifest line
… pre-game send until the game is officially ready
- In dedicated servers, print to panorama console if TESTING is enabled - In developer tools or non-dedi servers with TESTING Enabled, print to vscript console
- Only turn on the flag when the callback received was successful
- Convert matchID to string - Round the loading time properly - Print the encoded payload if TESTING
Added panorama print js which was missing earlier
- init will no longer vscript crash the game if the settings.kv file can't be found - updated commented readme (chatbox is gone) - Print improvements: 1. only print setflags when testing 2. The four stage callback error prints now all go to a ReturnedErrors function check 3. added printError, always prints where, msg and the 2 keys
Player Count is now set during stage2
Valve replaced `CreateHTTPRequest` with `CreateHTTPRequestScriptVM`
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Sets new library baseline of v2 that all mods must meet