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* [Chore] Update Release GitHub Action (#96) * Replace auto-tag with pulling latest tag * Auto assign PR reviewers * Update auto_assign.yaml * Update auto_assign.yaml * fixed ending dialog population breaking on double defined entries (#98) * [Add] - Visible framework version (#99) * Added Framework map panel with version entry. * Moved map admin stuff into new Framework panel. * [Feature] - Add Gearscript ACE gun-bag support. (#102) * Part 1 - added "SET_GUNBAG_CONTENTS" macro and underlying variable setter. * Full gunbag support including forcing gunbag state onto regular backpacks. Examples placed into default gearscripts. Fixed globals ordering bug (was after preinit config group). * [Feature] - Disable ACE advanced car damage by default. (#105) * Added option to cbaSettings.hpp to disable ACE adv. vic damage model. Disabled by default. * Reduced scope of feature to just ACE car damage. * [Feature] - Improve ceasefire side relations (#101) * Ceasefire UI, first draft * UI handler function - Added a clientside function to draw and update the ceasefire UI - Added a default RscTitle to the mission description * Implemented server/client handling - Added serverside function to initiate (or terminate) a ceasefire - Added clientside function to handle ceasefire limitations on the player (god mode, captivity, projectile removal) - Added component initialisation with default mission start duration of 60 seconds (subject to change) * Zeus integration, Zen module - Added a Zen module to handle ceasefire from Zeus - Ceasefire UI no longer shows in the debug camera (no longer - Player captivity is no longer reset when exiting Zeus during a ceasefire - Removed "Default" RscTitle (`cutFadeOut` does the job aswell) * Component init - Added ceasefire component init to the client group (necessary for global vars initialisation ) * ACE throwing, UI improvements - Fixed ACE throwing not being detected as fire event; now inhibited during ceasefire - Player captivity no longer gets reset when toggling player visibility as Zeus during ceasefire - Added a fade-in animation to the ceasefire UI - Added sounds to the ceasefire UI * Initial justification Added a configuration macro to override the justification text for the initial ceasefire (on mission start) * Removed SafeStart/SafeEnd components With the completion of the Ceasefire component, SafeStart and SafeEnd are now obsolete and have thus been removed * Removed border on safestart box to align with rest of CAFE UI design, fixed config indent alignment. Re-centered mission.sqm camera position. * Removed UI outline * Side relations - Enforced ceasefire on AI via side relations * *notices missing semicolon* OwO who did this * Update fn_ceasefire.sqf - Initialised global variable to prevent an error on first execution - Fixed varname casing for _ceasefireStateChanged Co-authored-by: Bubbus <splambob@googlemail.com> * Update pull_request_template.md * [Improve] Overhauled default medical settings (#108) * overhauled medical settings AI should feel less tanky with unconsciousness enabled Headshots still instakill AI Player damage threshold has been buffed a bit to counteract those changes on the player side Disabled ACE vehicle crash damage (ACE car damage is back baby) * fixed funny slider numbers * [FIX] Zeus being unable to properly update crate gear via module (#111) * Update fn_zen_createSupplyCrate_performAction.sqf fixes edgecase of Zeus being unable to assign gear to crates in certain cases * Update components/gearScript/zen/fn_zen_createSupplyCrate_performAction.sqf bruh moment Co-authored-by: Bubbus <splambob@googlemail.com> Co-authored-by: Bubbus <splambob@googlemail.com> * Fixed default BLUFOR and INDFOR loadouts so PCMLs in crates are loaded (#110) closes #106 * [Improve Gearscript] Resupply crates now have space to drop stuff (#109) * Resupply crates now have space to drop stuff Gearscript automatically adds 25% more load capacity over the assigned Gear * Cleanup Added Comments Added fix for edgecase Zeusmodule (goes together with #110) * Update readme.md * Fixed Fatal damage source (#112) * Update gear_blufor.sqf (#115) fixed double semicolon in the blufor default LAT loadout * Changed default vehicle lock to "Locked for players" for framework spawned vics (#116) * [Bugfix] Compatibility for new ACE gearstrings (#120) * fixed compat for new ACE gearstring gunbag compat also done * Changed to use "count != 10", to be in-line with how CBA does this same check. Added check to gunbag because why not, it saves us effort for our re-runs. Co-authored-by: Bubbus <splambob@googlemail.com> * [Update] Add new default addon settings. (#122) - ims_bluntweapon (-> Unconscious) - ace_marker_flags_placeanywhere (-> true) - ace_overheating_cookoffcoef (-> 0) - ace_vehicle_damage_enabled (-> true) This commit affects a lot of the mission.sqm because an Arma update has introduced the new `singleType` key. * [Chore] Release 1.4.2 Hotfix -> Dev (#126) * [Hotfix] Added compatibility for new ACE gearstring format (#121) * fixed ACE gearstring compat * Made change character-identical to other hotfix branch to simplify merge upon next release. Co-authored-by: Bubbus <splambob@googlemail.com> * Added new default values to these settings: - ims_bluntweapon (-> Unconscious) - ace_marker_flags_placeanywhere (-> true) - ace_overheating_cookoffcoef (-> 0) - ace_vehicle_damage_enabled (-> true) This commit affects a lot of the mission.sqm because an Arma update has introduced the new `singleType` key. * Update create_draft_release.yml (#125) Co-authored-by: Bubbus <splambob@googlemail.com> Co-authored-by: Joecuronium <83242905+Joecuronium@users.noreply.github.com> * [Improve] Fix PAK Stitch Exploit Pending ACE PR Merge (#128) * Fixed PAK Stitch Exploit * Update components/medical/fn_isInStableCondition.sqf Co-authored-by: Bubbus <splambob@googlemail.com> * Update components/medical/fn_isInStableCondition.sqf Co-authored-by: Bubbus <splambob@googlemail.com> * Update components/medical/fn_isInStableCondition.sqf Co-authored-by: Bubbus <splambob@googlemail.com> * Update components/medical/fn_isInStableCondition.sqf Co-authored-by: Bubbus <splambob@googlemail.com> * Update components/medical/fn_isInStableCondition.sqf Co-authored-by: Bubbus <splambob@googlemail.com> * Update components/medical/fn_isInStableCondition.sqf Co-authored-by: Bubbus <splambob@googlemail.com> * Fracture fix 2 * Update fn_isInStableCondition.sqf Co-authored-by: Bubbus <splambob@googlemail.com> * [Chore] Update Medical Setting CBA Presets (#127) * Consolidate Advanced Medical CBA Settings * Update medical_basic.sqf * Update medical_advanced.sqf * Update zen_modules.sqf (#134) * [Refactor] - New respawn system. (#135) * Using default respawn. Removed respawnWaves component, made downtime only work on uncon players. * Added basic gearscript handler to vanilla respawn system. * Added basic squad handling to respawn refactor. * Progress on respawn: * Torn out now-irrelevant stuff about respawn dialogs etc. * Made configurable (although some of the config doesn't work idk why) * Now with 4 options: timed waves, personal timer, side tickets, personal tickets (ticket types stack so can have personal pool and then side-based 'overflow' pool). Respawn timer is variable-based so can be altered mid-mission. * imagine no tab indents * Added legacy triggered-waves mode w/ UI and tickets compat. Fixed personal-tickets allowance. other lil bits * fixn and addn... [?] when player is in spectate before dying, mouse gets broken, oh no [x] make respawn ace-action invisible if not in triggered-waves mode [x] fix jip teleport ticket - broken in off position [>] locations framework thingy - in progress * remaining bugs from initial test session (probly) fixed [x] when player tickets all gone, team tickets stay the same [x] first start - no respawn menu pls * Added respawn manager system. Updated default mission file. * Allowed players to spawn with triggered-waves when respawnOnStart = 1 Allow to define an initial respawn delay when respawnOnStart = 1 Refactored the startup sequence to ensure globals run before preInit config. * Attempt to fix players not getting the right languages upon spawning. * Hide default-named groups from the squad picker. Hide the "ZEUS" group from squad picker unless you are a zeus. Ensure a group is always picked when Confirm is pressed, unless there are no groups to pick from. * Added "redeploy via flagpole" support. Corrected examples in respawnLocations config. * Doubled down on the respawn position module despite some flaws, until I can get the code-based alternative working again. Misc fixes. * Added weapon safety on respawn. disabling debug mode again woops * Moved spectator camera controls out from underneath respawn UI. * Force-on auto-respawn when in triggered-waves mode. * Added better respawn examples to mission.sqm Removed respawn location module override as not really needed. * Made BIS spectator respect ACE camera mode settings. * Added "close" button to redeploy screen. * Removed forced auto-respawn for triggered-waves. * Added "create respawn", "change tickets" and "allow immediate respawn" ZEN modules. * Feedback from testing: docs and jip/teleport toggle support. * Re-added addon defaults which were introduced in 11895c9 but overwritten by merge of 238ef47. * Removed stray chat/console debug statements. Co-authored-by: Daniel Gibson <danielgibson@earringpranks.com> Co-authored-by: Joecuronium <83242905+Joecuronium@users.noreply.github.com> Co-authored-by: Cre8or <3143797+Cre8or@users.noreply.github.com>
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