Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Release] Stage 1.5.1 #137

Merged
merged 26 commits into from
Jan 1, 2023
Merged

[Release] Stage 1.5.1 #137

merged 26 commits into from
Jan 1, 2023

Conversation

Bubbus
Copy link
Collaborator

@Bubbus Bubbus commented Jan 1, 2023

Pull Request Description

When merged this pull request will:

  • Release 1.5.1

Release Notes

  • Release 1.5.1

IMPORTANT

  • Testing has been completed as neccessary, depending on the nature & impact of the changes.
  • The Release Notes section below must be filled out appropriately to explain the changes made in this PR. This section will be used in Framework Changelogs.
  • If the contribution affects the wiki, please include your changes in this pull request so the wiki is consistently updated.
  • Contribution Guidelines are read, understood and applied.
  • Title of this PR uses our standard template [Descriptor] - Add|Fix|Improve|Change|Make|Remove {changes}.

dgibso29 and others added 26 commits January 22, 2022 09:06
* Replace auto-tag with pulling latest tag

* Auto assign PR reviewers

* Update auto_assign.yaml

* Update auto_assign.yaml
* Added Framework map panel with version entry.

* Moved map admin stuff into new Framework panel.
* 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).
* Added option to cbaSettings.hpp to disable ACE adv. vic damage model.  Disabled by default.

* Reduced scope of feature to just ACE car damage.
* 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>
* 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
* 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>
* 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)
fixed double semicolon in the blufor default LAT loadout
* 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>
- 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.
* [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>
* 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>
* Consolidate Advanced Medical CBA Settings

* Update medical_basic.sqf

* Update medical_advanced.sqf
* 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.
# Conflicts:
#	components/respawn/fn_createRedeployObject.sqf
#	mission.sqm
Copy link
Collaborator

@dgibso29 dgibso29 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I give royal assent

@Bubbus Bubbus merged commit 98253ab into release Jan 1, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants