obvious.gmk:
+ make intel HUD point to capture zone when you pick up the intel (instead of having no arrow)
+ spy "ghost"s
balance.gmk:
+ buff afterburn
+ fix blade ammo consumption hitch (image: http://i.imgur.com/XAGpq.png) and ammo stutter
+ give mine splash a larger radius exclusively when interacting with other projectiles (mines can destroy bubbles more easily)
+ fix mines vs buildings radius
+ lower intel charge rate while moving
+ subtract damage taken from healing remaining while eating sandwich
+ keep intel from charging while heavy is eating
+ make spy flicker some frames longer
+ make spy revolver never draw over stabbing animation
+ reduce heavy's ammo pool
+ fix a rare bug involving rifles, setup gates, and bullet walls
stuff
23:46 - Roxanne: ajf
23:46 - Roxanne: can you do something for me
23:46 - ajf: maybe
23:46 - Roxanne: can you nerf heavy for me on the balance branch
23:46 - Roxanne: something really specific
23:46 - ajf: uh sure
23:46 - ajf: how do I need to nerf him
23:46 - Roxanne: one sec
23:47 - Roxanne: okay couple things to do
23:48 - ajf: ok
23:48 - Roxanne: +    ammoCount += 1;
23:48 - Roxanne: wait
23:48 - Roxanne: actually keep that as is
23:48 - Roxanne: +    maxAmmo = 100;
23:49 - Roxanne: change this back to 150
23:49 - Roxanne: +        ammoCount -= 2;
23:49 - Roxanne: change this to 3
23:49 - Roxanne: +        if(ammoCount &lt; 2)
23:49 - Roxanne: also this to 3
23:49 - ajf: where are these lines
23:49 - Roxanne: minigun
23:49 - Roxanne: https://github.com/TazeTSchnitzel/Gang-Garrison-2/commit/3e6719f0141b4b178e1c2703248b60a784b61531
23:49 - Roxanne: ctrl f
23:49 - ajf: kk
23:50 - Roxanne: Also medic is overpowered again
23:51 - ajf: hey wareya
23:51 - ajf: what iffffffffff
23:51 - ajf: instead of pushing out game updates to fix balance, game would fetch balance in-
23:51 - ajf: actually no this is a terrible idea
23:51 - Roxanne: reduce the points per second for healing to 2/3 what they are (this is something we wanted to do for a while but forgot)
23:51 - Roxanne: 6:50 PM - Roxanne: how's the healing ramp work in gg2 again
6:50 PM - [FAUCᴱT] Psychopath: people changed it since I last worked on it
6:50 PM - Roxanne: okay
6:50 PM - [FAUCᴱT] Psychopath: but basically it does nothing until a certain point
6:50 PM - Roxanne: Medic is overpowered again
6:50 PM - [FAUCᴱT] Psychopath: at which point the healing rate starts going up
6:50 PM - [FAUCᴱT] Psychopath: and then when it reaches a certain point, the healing rate caps off
6:50 PM - [FAUCᴱT] Psychopath: this is all based on how long it's been since a patient was last damaged
6:51 PM - [FAUCᴱT] Psychopath: I know people thought my ramp was way too slow
6:51 PM - Roxanne: it's too fast now
6:51 PM - [FAUCᴱT] Psychopath: and put the lower threshold at like the 2 second mark or some shit
6:51 PM - [FAUCᴱT] Psychopath: I had it at 5 and 10 seconds
6:51 PM - [FAUCᴱT] Psychopath: I think 4/8 would have been good numbers but nooo, people wanted fast heals
23:52 - Roxanne: and also do this
23:52 - Roxanne: 6:52 PM - [FAUCᴱT] Psychopath: I put that nerf in place because fast heals were too good
6:52 PM - Roxanne: yeah
6:52 PM - Roxanne: and they wanted it back
6:52 PM - [FAUCᴱT] Psychopath: and it got changed to do exactly what the nerf was trying to dampen
23:52 - Roxanne: calculateHealingFactor
23:52 - ajf: I have no idea how to do that
23:52 - ajf: but I did the heavy nerff
23:52 - Roxanne: {
    //argument0: time since the healtarget has taken damage
    var time, firstThreshold, secondThreshold, lastThreshold;
    time = argument0;
    firstThreshold = 1 * 30;
    secondThreshold = 3 * 30;
    lastThreshold = 7 * 30;

    if (time < firstThreshold) return 1;
    else if (time > lastThreshold) return 3;
    else if (time > secondThreshold) return 5/3;
    else return ((time-firstThreshold)* (5/3-1) / (secondThreshold-firstThreshold)) + 1;
}
23:52 - ajf: u shud maeded it a tan curve!!!!!
23:53 - Roxanne: i'm going to remake this
23:55 - ajf: imma make new video for planetaryGG2 :D
23:55 - Roxanne: replace that with
23:55 - ajf: ohi
23:55 - Roxanne: {
    //argument0: time since the healtarget has taken damage
    var time, firstThreshold, secondThreshold, lastThreshold;
    time = argument0;
    firstThreshold = 5 * 30;
    lastThreshold = 8 * 30;

    if (time < firstThreshold) return 1;
    else if (time > lastThreshold) return 3;
    else return ((time-firstThreshold)*2 / (secondThreshold-firstThreshold)) + 1;
}
23:55 - Roxanne: that function
23:56 - Roxanne: there's a constant
23:56 - Roxanne: HP_PER_POINT
23:56 - Roxanne: multiply it by 1.5
23:56 - ajf: wareya
23:57 - Roxanne: and that's it
23:56 - ajf: using git yourself really isn't that hard
23:57 - Roxanne: ajf pls
23:57 - Roxanne: i'm autistic and don't have anything open
23:57 - Roxanne: and i need to go get food soon
23:57 - Roxanne: and I'm busy worrying about the forums
23:57 - Roxanne: and blah blah
23:57 - ajf: you said you hit your head against a radiator and unautisticated yourself
23:57 - Roxanne: I didn't unautistic myself
23:57 - Roxanne: I unaspergered myselfl
23:57 - Roxanne: difference
23:57 - ajf: hpperpoint 400 -> 600
23:57 - ajf: ?
23:58 - Roxanne: sure
23:57 - ajf: *HP_PER_POINT
23:57 - ajf: right ok good
23:58 - Roxanne: changelog:
23:59 - Roxanne: - Decreased score gain for healing to 2/3
- Fixed the medigun healing ramp (this makes it harsher, so heals on hurt people are slower)
- Nerfed heavy ammo regeneration
23:59 - ajf: lol already committed last bit
23:59 - ajf: also
23:59 - ajf: I'm highly tempted
23:59 - ajf: to make this chatlog the commit message
23:59 - ajf: y/y
23:59 - Roxanne: too long
23:59 - ajf: nope
23:59 - ajf: :3
23:59 - Roxanne: just be like "wareya's shit, he talked to psycho about it and the medic things were long planned fixes"
07 September 2013
00:00 - ajf: nop, making chatlog commitmsg
Merge branch 'wareya_balance' into 2.7BetaStaging

Conflicts:
	Source/gg2/Objects/Characters/Engineer.events/Create.xml
	Source/gg2/Objects/Characters/Heavy.events/Create.xml
	Source/gg2/Objects/Characters/Sniper.events/Create.xml
	Source/gg2/Objects/Characters/Soldier.events/Create.xml
	Source/gg2/Objects/InGameElements/Character.events/Create.xml
	Source/gg2/Rooms/Gang Garrison 2.xml
	Source/gg2/Scripts/_resources.list.xml
Merge branch 'wareya_obvious' into 2.7BetaStaging
fixes
Merge branch 'wareya_timer_stuff' into 2.7BetaStaging

Conflicts:
	Source/gg2/Objects/Weapons/Minigun.events/Begin Step.xml
	Source/gg2/Scripts/Macro/_resources.list.xml
Fixed wareya's code, AGAIN
2.7b1 beta release prep
Merge branch 'bobbleheads' into 2.7BetaStaging

Conflicts:
	Source/gg2/Constants.xml
	Source/gg2/Global Game Settings.xml
	Source/gg2/Scripts/GameServer/acceptJoiningPlayer.gml
	Source/gg2/Scripts/game_init.gml
Semi-fixed arctic's code
- Added collision optimization from hotfix
- Fixed round not ending in any gamemode
- Fixed primary cause of respawn crash on A/D, and an inrobustness which allowed it to be the primary cause
- Fixed DKotH crash (no, it's not DOUBLE KotH, it's DUAL KotH.)
Merge branch 'V2.7b1FixedByWareyaProbably' into 2.7BetaStaging
v2.7b2 (beta 2) Release Prep
Wareya fixes things
beta release prep
Beta v2.7b4 release prep with wareya's changes
+ Fix bad overtime display offset
+ Give demoman +20 HP (140)
+ More extra sticky damage to autoguns (150% base damage, which is max 45)
+ Show the crosshair of people who you are spectating
+ Fix the aimstutter bug, RIP.
+ Added spinjumping, with a visual effect when in use to indicate that something special is happening
2.7 beta 6

Did a bunch of stuff that I lost the changelog for, probably just fixing
  obscure CTF bugs (read: reimplementing changes)
+ Make intel timer not charge for active onomnomnomnomers
+ Make intel timer charge more slowly (down to a minimum) for fast
  moving players

Things I did after losing the original changelog (so I made a reliable
  changelog again) :
- Altered scoreboard to increase quality in chroma-reducing videos and
  legibility in general
- Made scoreboard come in and out much faster to increase utility
- Something special
- Changed intel arrows to point from their on-screen location (instead
  of from the center of the screen)
- Made intel arrows point at your intel base when you're carrying
  the enemy intel
- Made it so that extinguishing teammates causes actual fire to
  fling off the teammate. It can damage enemies but isn't
  particularly effective because each flame is a normal flame.

PLEASE REPORT ANYTHING THAT GOES THROUGH WALLS WHICH ISN'T SUPPOSED TO.

- Implemented support for alternative aspect ratios.
PLEASE REPORT BROKEN HUD ELEMENTS AND INGAME MENU BUGS.
- Fix many, many gamemode HUD issues
- Made arena control point cap time based on the number of alive enemies
  (base * alive/total)

- Overhauled the way projectiles collide with obstacles (this shouldn't
  affect performance but if it does PLEASE LET ME KNOW.)
- Reduced sentry quick sync by a byte
- Fixed needles vs generators

- Mines detonated on bubbles cause a chain reaction now (they can clear
  bubble shields)
- Bullets now have a 1/3 chance to penetrate all bubbles
- Bullets that penetrate all bubbles also cause friendly bubbles to pop
  instead of passing through

- Increased bubbler rate of fire 20%
- Decreased bubble damage by 25%

- Made gib rotation not affect collision (was causing microstuttering)
Merge branch 'wareya_menuoverhaul' into BetaMenuMerge

Conflicts:
	Source/gg2/Scripts/_resources.list.xml
Cleanup and completion after merge

- Added menu overhaul (PLEASE FEEDBACK EVERYTHING)

- Menus will now move against the mouse if the resolution is too short in
  order to accomodate whatever may be in the menu (this saves the ingame
  menus)

- Added menu options for infiltrator ghosts, queued jumping
- The window will no longer change position when switching between menu
  and game, though it may un-maximize
- You can press F10 to reset the window size and position if they
  break