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This page was last updated on 03 January 2024, 6:26PM
- Changelogs
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Version 2.2.4
- Restored support for unknown value 3 as a Team Scoring Method. MegaloEdit only lists three valid values (0, 1, 2, corresponding to Sum, Min, and Max) for a game variant's Team Scoring Method, but the code to load game variants in Halo: Reach accepts an additional value (3, meaning unknown).
- Compiler: `game.sudden_death_timer` is no longer erroneously treated as read-only.
- Compiler: when specifying waypoint icons, `attack` is now a synonym for `ordnance`.
- Compiler: fixed a bug where if your game variant has N sets of scripted player traits (such that the highest valid index into `script_traits` is N minus one) and you use index N in a script, you'd be told that the highest valid index was N.
- Documentation: fixed an issue where the number of nested timer variables listed on various handle types was always 0.
- Documentation: noted the fact that the `damaged` variant string currently only works on Pelicans.
- Documentation: noted the fact that the `space` variant string can be used to create Covenant Jetpacks.
- Documentation: noted the fact that the `phantom` object type is now usable.
- Documentation: fixed several outdated references to Megalo's true form not being known to the public; with the official release of MegaloEdit, we can now see Megalo as Bungie and 343 Industries did.
- Documentation: fixed outdated references to Network Test 1 (PvP-only Generator Defense in the Halo: Reach Beta) being impossible to recreate; MCC's new "Waves" Firefight option allows us to recreate 99% of the functionality.
- Documentation: noted that the Grenade Regeneration player trait has no effect in Firefight.
- Documentation: typo fixes.
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Version 2.2.3
- Compiler: Fixed a crash that could occur when compiling empty if-statements, empty blocks with inline specifiers, or if-statements containing only script instructions that had some sort of compiler error.
- Compiler: Block comments at the end of a script file should no longer trigger a compiler error.
- Compiler: Top-level alt and altif blocks should now compile properly. Previously, the compiler mishandled them, so they'd compile as if you wrote multiple if blocks instead.
- Compiler: Added `reinforcements` as an alternate name for the `firefight_lives_added` sound. it appears that this sound entry maps to different sounds in the Xbox 360 and Master Chief Collection versions of Halo: Reach.
- Compiler: The unused `inv_boneyard_vo_spartan_p4_start` sound is now usable.
- Compiler: The unused `inv_spire_vo_covenant_p3_loss` sound has been renamed to `inv_spire_vo_covenant_p4_start`.
- Compiler: `object.apply_shape_color_from_player_member` should now accept `none` as an argument.
- The UI now shows named values for each team's Initial Designator.
- The UI now shows named values for the Team Designator Switch Type option.
- The UI now properly identifies Firefight's unused "Bonus Target" option.
- Corrected the name of the Ability Usage player trait's "Not With Objectives" value based on a look at the Halo: Reach Editing Kit.
- Identified the Double Jump option and its values based on a look at the Halo: Reach Editing Kit. (Don't get excited by that name; in my tests, the option has never worked.)
- The unused, non-functional Assassin skull is now available for use in Firefight.
- The Blind skull is now available for use in Firefight.
- Corrected documentation for the XOR operator, the `object.set_progress_bar` function, and the Team Scoring option.
- The "Network Test 1" Firefight option is now documented.
- Fixed formatting issues with the documentation, including a lack of formatting on some tables.
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Version 2.2.2
- Auto-detection for MCC"s install location should be working again.
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Version 2.2.1
- Critical bugfixes for converting MGLO files to BIN files. Some missing data was not written, resulting in MCC refusing to recognize the resulting files as valid.
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Version 2.2.0
- You can now download ReachVariantTool as a portable app, or packaged in a formal installer (built with Inno Setup). The latter will run the bundled MSVC++ Redistributable setup program if your system needs that.
- Added support for the new "Waves" Firefight option that 343i added to the Master Chief Collection version of Halo: Reach. This option emulates the Network Test 1 behavior from the Halo: Reach Beta.
- Added support for several script functions and script behaviors that 343i added to the Master Chief Collection version of Halo: Reach, all backported from Halo 4. This includes a few new script functions, math operators (bitshifts and absolute value), variant ID strings, inlined trigger data (the `begin` opcode in MegaloEdit), and support for temporary variables. New functions include: game.hs_function_call; object.set_hidden; player.get_button_press_duration; player.set_vehicle_spawning_enabled; player.set_respawn_vehicle; team.set_vehicle_spawning_enabled; team.set_respawn_vehicle.
- ReachVariantTool can now load and save *.mglo files. These files are compatible with Halo: The Master Chief Collection's "Hot Reload" feature, which can be useful for testing a gametype as you work on it.
- The Team Scoring Type option's values are now known (Sum, Minimum, and Maximum) and are shown properly in the editor.
- Fixed internal handling of certain floating-point values, particularly with respect to TU1 options. Documented the effects of floating-point imprecision in the help manual.
- Fixed INI settings related to the code editor and syntax highlighting: the default values should no longer break user-authored themes.
- Fixed the settings for setting your default open/save directory.
- Added a feature to the script string editor that allows you to preview how the string would look as gametype objective text (the "round card" shown at the start of each round). Since this text gets truncated to 116 characters in-game, and isn't automatically word-wrapped, this preview feature can help you know where to insert line breaks manually. The preview initially shows the first non-blank localization for a string, and afterwards will live-update to match whichever localization you edit. Please be aware that due to fundamental differences in text rendering between Qt, typical Windows programs generally, and Halo: Reach, the line lengths shown won't exactly match those in-game. It should be accurate enough if you don't try to press your text right up against the round card's right-side border.
- The script editing window now has an "Info" button at the bottom, near the file size usage meter. Clicking this button will toggle the display of additional meters, showing the counts versus maximums of several counted elements in your gametype (e.g. script actions, player traits, strings, Forge labels, etc.).
- The compiler now supports Lua-style block comments.
- The compiler will now automatically create Forge labels for you when possible, if your script refers to a Forge label name that you haven't yet defined in the editor.
- The compiler now performs type-checking on comparisons and assignments, and also only allows operators that are appropriate for the types being used. Previous versions allowed syntax like `current_player.team > team[3]`, but that syntax is incorrect and does not execute as intended in-game. Some type-mismatched comparisons and assignments cause crashes in-game; others almost work, but only by happenstance, while breaking in counterintuitive ways that may not come up when testing your scripts. The documentation for operators describes what operations are necessary (numbers and timers are interchangeable; nothing else is; and numeric operations only work on numbers and timers).
- The compiler now allows you to auto-assign variables to aliases using a new syntax. For example, `alias foo = allocate player.number` will automatically select the first `player.number` variable that isn't already referred to by an in-scope alias. There is a special syntax for the new temporary variables in MCC: `alias foo = allocate temporary number`. Please be aware that there is a limit on how many temporary variables you can use simultaneously, and this limit will be lower than in the official MegaloEdit tool due to weaknesses in ReachVariantTool's design.
- The compiler should now warn if you use "transient" variables (e.g. `current_player`) in a format string that a function (like `widget.set_text`) will treat as "persistent."
- The `hud_target_player_team` built-in variable has been renamed to `hud_target_team`.
- The `hud_target_object_team` and `unk_15_team` built-in variables never actually existed and were the result of mistakes during RVT's development. They have been removed; the compiler no longer recognizes them as valid. If you compiled scripts with these, then prior to the mid-July 2023 MCC update, your scripts would've been using `hud_target_team` as a lucky side effect of how Halo: Reach is compiled, so you'll want to switch to using that variable instead.
- Fixed a compiler bug where references to `no_object`, `no_team`, or `no_player` would generate variable declarations for `global.object[0]`, `global.team[0]`, or `global.player[0]`, even if you never used those variables. Theoretically, references to `team[0]` and `player[0]` could have caused a similar issue.
- Fixed a compiler oversight: event listener notation must now appear directly before a block. Previously, it could appear anywhere and would affect the next block.
- Fixed a compiler bug that would sometimes prevent indices in variables from properly being shown, in error messages regarding invalid variable references.
- Fixed a compiler bug wherein if you used variables like `global.player[1].number[2]` without declaring the top-level or nested variables, and without ever using the top-level variable on its own, the compiler would only implicitly generate a variable declaration for the nested variable, and not the top-level variable. (This would not have affected a typical script, as in general you would not read numbers from a top-level variable without first setting the top-level variable to actually refer to something.)
- The `player.unk09` property has been renamed to `player.money`.
- The `hud_player` variable can now be referred to by a more accurate name: `local_player`.
- The `hud_player_team` variable can now be referred to by a more accurate name: `local_team`.
- The `game.show_message_to` function can now be referred to by the MegaloEdit name, `hud_post_message`.
- The `object.place_at_me` function can now be referred to by the MegaloEdit name, `create_object`.
- The `object.set_shape` function can now be referred to by the MegaloEdit name, `set_boundary`.
- The `object.set_spawn_location_permissions` function can now be referred to by the MegaloEdit name, `set_respawn_filter`.
- The `object.set_spawn_location_fireteams` function can now be referred to by the MegaloEdit name, `set_fireteam_respawn_filter`.
- The `player.set_round_card_title` function can now be referred to by a more accurate name: `set_objective_text`.
- The `player.set_round_card_text` function can now be referred to by a more accurate name: `set_objective_allegiance_name`.
- The `player.set_round_card_icon` function can now be referred to by the name: `set_objective_allegiance_icon`.
- The `debug_break` function can now be referred to by the MegaloEdit name, `break_into_debugger`.
- The `debug_set_tracing_enabled` function can now be referred to by the MegaloEdit name, `debugging_enable_tracing`.
- The `insert_theater_film_marker` function can now be referred to by the MegaloEdit name, `saved_film_insert_marker`.
- The `object.get_carrier`, `player.get_armor_ability`, `player.get_vehicle`, and `player.get_weapon` functions are now compiled slightly more efficiently: a failsafe that was previously thought to be relevant is in fact unnecessary, so the compiler no longer wastes bytes on it. These functions had alternate names that could be used to bypass the failsafe (generally `<type>.try_<name>` e.g. `object.try_get_carrier`); as these names are no longer necessary, they are now deprecated. The failsafe has been confirmed necessary for `player.get_killer`, `player.get_death_damage_type`, and `player.get_death_damage_mod`, and remains in effect for those functions; their "try" variants are not deprecated.
- Documented the fact that HUD widgets' text only displays up to 116 characters. (Count the null terminator, and we get a buffer length of 117. Cute.)
- Documented an obscure trick with `object.place_between_me_and` that can be used to force a very specific angle of rotation on spawned objects.
- Documented an obscure trick with `object.face_toward` that can be used to adjust an object's yaw-rotation by specific angle ranges. The documentation also includes a JavaScript-based calculator that will tell you which values correspond to any desired yaw angle adjustment.
- Documentation is now more accurate regarding how `object.place_at_me` handles object rotations and position offsets.
- Documented some of the internals for how Megalo itself works, and how ReachVariantTool handles it.
- Fixed broken links in some documentation pages.
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Version 2.1.11
- Megalo: Fixed a critical bug: the game doesn't actually have a variable networking priority named "default." Accordingly, RVT's compiler no longer recognizes the value (a special error message is emitted for it), and will correct files which use the value after loading them.
- Megalo compiler: Notices are now emitted when a user-defined function is only used in one place, or not used at all.
- Megalo compiler: renamed `unk_14_team` to `hud_target_object_team`.
- Megalo compiler: improved error messaging for some language constructs: error positions should now be more accurate in some cases.
- Megalo compiler: double-clicking an error now moves the text cursor to the correct line and column, rather than merely the line. Added a "Jump to Problem" button as well, since it's not obvious that you can double-click log entries.
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Version 2.1.10
- ReachVariantTool should no longer mistake Campaign game variants for Firefight game variants. Previously, it would load them as if they were Firefight variants, producing junk data.
- The script editor window now has a menu bar, which allows you to save your file or open the help manual without having to close the window first.
- The script editor window should no longer instantly close when you press the Esc key.
- Saving a file from the main window should briefly change the window's title to "File saved!"
- If a game variant has script code in it, attempting to compile an empty textbox will now produce a warning and confirmation dialog instead of instantly deleting all previously-compiled script code.
- Megalo compiler: fixed error reporting for incorrect arguments to functions in the "game" namespace (e.g. game.show_message_to).
- Megalo compiler: fixed a crash that would occur if you incorrectly attempted to use a function that doesn't return a value in an assignment statement.
- Megalo compiler: using a for-loop as an event handler should no longer produce files that the Master Chief Collection considers invalid.
- Megalo compiler: ReachVariantTool now attempts to detect incorrect placeholder codes inside of text strings, emitting warnings and errors as appropriate.
- Megalo compiler: you can now point aliases at built-in values whose names begin with numbers, e.g. the "35_spire_fp" variant name.
- Megalo documentation: format strings are now explained in much more detail, as is the game's error handling for them.
- Megalo documentation: corrected inaccuracies in the object.set_waypoint_range documentation, and explained the meanings of its arguments more clearly.
- Megalo documentation: the game only allows 256 objects at a time to have variables; this limit is now explicitly documented on both the "best practices" page and the page for the "object" type.
- Megalo documentation: fixed several broken links, as well as a few instances of raw HTML code appearing in browser tab titles for some pages.
- Megalo documentation: added an article going over the nuances of bipeds' positions and rotations.
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Version 2.1.9
- Escalation Slayer TU should now load properly. ReachVariantTool was confused because that gametype apparently used exactly 100% of the space that the file format allows.
- When creating a new variant from scratch, the internal "Qt resource" path should no longer display in the title bar, and the "Save" option should stop being greyed out once you save the file.
- Help manual: fixed the documentation for object.set_progress_bar; the arguments were listed in the wrong order, and the code example made the same mistake.
- Help manual: it is now possible to link to "notes" in articles when those notes have their own subheadings. This was available in the past but had been broken by a recent change to how we generate the documentation.
- Help manual: improved documentation for HUD widgets and their icons.
- Help manual: fixed documentation for the "player_skull" Spartan variant.
- Syntax highlighter fixes: backslash-escaping a string delimiter should no longer end the string highlighting early.
- Megalo: widget icons 37 and 38 (skull and forge) are now recognized by the compiler.
- Megalo: Fixed the handling of escaped string delimiters in strings being passed as arguments.
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Version 2.1.8.1
- Syntax highlighter fixes: we now highlight "alt" and "altif," and the subkeywords on "declare" (e.g. "with network priority local") are highlighted as well.
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Version 2.1.8
- *** The initial upload was missing the themes folder. Sorry for the inconvenience! A fixed version has been uploaded.
- ReachVariantTool now includes a dark theme.
- The Megalo code editor now offers syntax highlighting. Highlight, text, and background colors can be configured from the options window, as can the font.
- You can now create new, blank game variant files by going to File -> New.
- Megalo: Comparing or assigning string literals will now report a compiler error instead of crashing the program outright.
- The code editor scrollbar should now be colored properly.
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Version 2.1.7
- Megalo: Renamed object.set_weapon_pickup_priority(hold_action) to object.set_weapon_pickup_priority(high). The previous value will still work, but will emit a deprecation warning when used.
- Megalo: When passing an integer constant to indicate a sound, the constant will now be bounds-checked properly.
- ReachVariantTool no longer allows you to set option values above 500, as it seems the MCC doesn't consider those valid. It will not retroactively correct such values on load, however.
- The documentation has been updated to provide more specific information about several functions including object.add_weapon, as well as to explain the nature of the player.team setter.
- The documentation's page on best practices now encourages users to back up their script source code, to avoid losing comments and aliases.
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Version 2.1.6
- Fixed ReachVariantTool's handling of several custom game options, including Sudden Death and Motion Tracker Range. Added names for various options and values that were previously unknown.
- Fixed the compiler's handling of the object.apply_shape_color_from_player_member function.
- Made numerous improvements to the documentation, including: a new page on string localization and the resources ReachVariantTool provides for this; more code snippets; a new page on best practices for writing script code; various typo fixes; and the addition of some missing information.
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Version 2.1.5
- Fixed a crash that could occur when attempting to add a 17th Forge label to a gametype's script data. The program should no longer allow you to do that, as gametypes can only define 16 labels.
- Fixed file corruption that could occur after editing a team's name, if the name you wanted was too long. The program should now cap the length of the name you can enter.
- Fixed the script compiler so that variables of the form "global.object[m].player[n].biped" compile correctly for any valid values of m and n. Previously, they would compile as "global.object[m].player[0].biped".
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Version 2.1.4
- String literals consisting of a single escape sequence (e.g. "\uE131", which produces a Sniper Rifle icon) should now parse properly.
- String escape sequences with character codes above 0x7FFF should now parse properly.
- Fixed the Shield Regen Rate option: added the missing 90% value, so values above that should no longer be off by one.
- Documentation for built-in enums should now show the enum values' numeric equivalents.
- Miscellaneous fixes ot documentation (e.g. typos).
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Version 2.1.3
- You can now set the Target Locator as a player's spawn weapon.
- You can now set the Weapons on Map to Random.
- Fixed the (object.remove_weapon) script action: previously, the "primary" and "secondary" values were backwards.
- The compiler now properly recognizes variant string IDs that begin with integers, such as "35_spire_fp".
- The script compiler now treats "0b" and "0x" -- that is, binary or hexadecimal integer literals with no actual value after the prefix -- the same way as "0something_else" (i.e. usually a syntax error).
- The compiler now shows a better error message when you misuse a condition function as an action, or vice versa. Previously, it would tell you that the function didn't exist.
- Fixed several typos and one HTML error in the documentation.
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Version 2.1.2
- It is now possible to compile the (send_incident) function call with incident names that begin with numbers (e.g. 40_in_a_row).
- Player rating parameters are no longer restricted to the range of [0, 10000].
- The compiler no longer ignores script content (e.g. function calls) that appears at the end of a script outside of any block. This also means that the compiler no longer ignores all script content in a script with no blocks.
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Version 2.1.1
- Fixed a crash that would occur when trying to compile a script that mistakenly assigned to the player.biped property.
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Version 2.1.0
- Added support for Halo: Reach Firefight variants.
- The "Player Species" option has been moved from Team Settings to General Settings, since it also takes effect in FFA variants.
- Megalo script: The following object types -- shade_anti_air; shade_fuel_rod; shade_plasma -- have been renamed to better reflect their function: shade_gun_anti_air; shade_gun_fuel_rod; shade_plasma.
- The documentation has been updated to add previously-missing information about data available to Megalo scripters when using the object death event.
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Version 2.0.0.1
- Fixed the help documentation: the scripting language articles now go over variable declarations, which are important.
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Version 2.0.0
- Added a full script editor, including a (de)compiler, to the program. It is now possible to create entirely brand-new multiplayer game modes.
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Version 1.0.6
- The checkboxes under Social Settings are no longer switched around.
- You can now control whether it is possible to earn a Perfection Medal in a gametype.
- The "Team Changing" setting now has legible values.
- The "Overshield Regen Rate" player trait has been identified.
- Various Title Update 1 settings have been identified.
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Version 1.0.5
- Fixed a critical issue in how ReachVariantTool loads a gametype script's variable declarations. The most notable result of this fix is that Invasion now resaves properly; previously, the Phase 1 Offense Timer setting would break, with the game always using a timer of 1 second.
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Version 1.0.4
- Fixed a problem that prevented the new Freeze Tag gametype from loading. We were improperly handling the "Set Opcode Shape" opcode when it used a "none" shape.
- Identified a new Forced Color player trait value that is used in Freeze Tag: it is a pink that is about 10% more pink than the non-modded "Pink" value. It is now available in ReachVariantTool as "Pink, But Slightly More."
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Version 1.0.3
- Added the "Score to Win" option, which was missing from the UI.
- Some game variants, such as Invasion Slayer, contain hidden "range" options. These were previously represented as unlabeled sliders; they are now represented as spinboxes, with text labels clearly indicating the minimum and maximum values.
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Version 1.0.2
- The tool now does a better job of compressing a game variant's string table. In less technical terms, this will leave more room for custom script code, allowing the tool to better support modded gametypes.
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Version 1.0.1
- Spartan and Elite looadouts are no longer mismatched.
- The "presets" feature for Title Update 1 settings now sets and clears checkboxes as appropriate; previously it only adjusted the numeric options.
- You can now set the default open and save directories. ReachVariantTool will attempt to locate your MCC PC install and offer important directories as options.
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- Author's activity
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January 2024
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03 Jan 2024, 6:26PM | Action by: DavidJCobb
Changelog added
'Change log added for version 2.2.4'
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03 Jan 2024, 6:26PM | Action by: DavidJCobb
File added
'ReachVariantTool [version 2.2.4]'
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03 Jan 2024, 6:25PM | Action by: DavidJCobb
File added
'ReachVariantTool (Installer) [version 2.2.4]'
August 2023
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06 Aug 2023, 3:10AM | Action by: DavidJCobb
Changelog added
'Change log added for version 2.2.3'
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06 Aug 2023, 3:02AM | Action by: DavidJCobb
File added
'ReachVariantTool (Installer) [version 2.2.3]'
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06 Aug 2023, 3:00AM | Action by: DavidJCobb
File added
'ReachVariantTool [version 2.2.3]'
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04 Aug 2023, 2:43AM | Action by: DavidJCobb
Attribute change
'Description changed.'
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04 Aug 2023, 12:59AM | Action by: DavidJCobb
Attribute change
'file visible to the public'
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04 Aug 2023, 12:59AM | Action by: DavidJCobb
Changelog added
'Change log added for version 2.2.2'
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04 Aug 2023, 12:59AM | Action by: DavidJCobb
File added
'ReachVariantTool (Installer) [version 2.2.2]'
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04 Aug 2023, 12:58AM | Action by: DavidJCobb
File added
'ReachVariantTool [version 2.2.2]'
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04 Aug 2023, 12:54AM | Action by: DavidJCobb
Attribute change
'file hidden from public viewing'
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04 Aug 2023, 12:46AM | Action by: DavidJCobb
Changelog added
'Change log added for version 2.2.1'
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04 Aug 2023, 12:45AM | Action by: DavidJCobb
File added
'ReachVariantTool (installer) [version 2.2.1]'
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04 Aug 2023, 12:45AM | Action by: DavidJCobb
File added
'ReachVariantTool [version 2.2.1]'
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03 Aug 2023, 11:19PM | Action by: DavidJCobb
Changelog added
'Change log added for version 2.2.0'
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03 Aug 2023, 11:15PM | Action by: DavidJCobb
File added
'ReachVariantTool (Installer) [version 2.2.0]'
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03 Aug 2023, 11:14PM | Action by: DavidJCobb
File added
'ReachVariantTool [version 2.2.0]'
March 2022
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03 Mar 2022, 12:52AM | Action by: DavidJCobb
Changelog added
'Change log added for version 2.1.11'
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03 Mar 2022, 12:50AM | Action by: DavidJCobb
Attribute change
'Mod version changed to 2.1.11.'
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- Mod page activity
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April 2024
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21 Apr 2024, 5:37AM | Action by: maikolmj
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