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[Release] Stage 1.6.3 Release #197
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* 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: # mission.sqm
…ten by merge of 238ef47.
# Conflicts: # components/respawn/fn_createRedeployObject.sqf # mission.sqm
- Fixed script error when attempting to teleport the player upon leaving the Zeus interface
* Forcing spectator voicechat on/off when dead-spectator screen is entered/exited. * Added some comments
* Forcing ACE damage to run on unit locality, for fn_woundUnitRandomly. * remoteExec ➡ remoteExecCall
Switched the current font to the non-bold variant, because CUP overrides it to be non-monospace, for some silly reason
Specified isCall for all respawn modes. Added new timed-tickets mode. IDK why it was missing.
* Made customStartup_* scheduled. Added comments describing new behaviour. * phrasing
#155) * Added ZEN module for creating loadout lockers mid-mission. Changed calculations for loadout locker add-on prop to allow for different objects. * Forgot about ZEN Module ASL pos. * Ok any object can be lockernatored mid mission now
* Tearing out most things radio-related. We're starting from scratch babyyyy * Gearscript alterations: - Added pre and post events for gearscripting. - Added example event handlers: - Added event handler to preserve player facewear. - Added event handler to fix overloading by adjusting max loads. - Added events readme. * Made Zeus ACRE features soft-dependent on ACRE presence. * WIP 'declarative' radio config. Channel assignment not working yet. * Improving radio configuration capability. * Channel auto-assignment kinda working * Channel assignment works. Group-leader override support for channels - not yet available to player. * Added new radio list, collapsible, reactive to changes in side, role etc. * Optimised radio list refresh a little * Added support for mixed-presets radio loadout. Fixed bug with handling extended loadouts. * tiny tweaks to radio list * Added language support via ACRE Babel. * Re-added radio ACE interacts in the ACRE section this time such wow * Fixed radios being incorrect on respawn by introducing a "re-gearscript grace period". * Added ZEN modules for playing around with people's radios. Removed the cross-sides radio config hint in acre_radio_configuration.sqf * Added player feedback for radio net changes. Squad changing via squad picker updates radio nets. Backpack radios now go into the backpack. Altered radio list font, custom channels show the channel number. Added default radios for Zeus. * Changes based on Cre's review.
Fixed CeaseFire UI not updating with the map open
* Removed BI respawn screen, just using a basic spectate screen for now. Added MP timing tolerance for squad choice and radio setup functions. Forced minimum respawn delay to 5 seconds to reduce timing/sync issues on respawn. * Added spectator downtime widget, placeholder spawnpoint interaction, placeholder down-state indicator. * Prototype spawn selector dialog + integration. * Widget now affected by down state. Fixed spawn dialog staying up through respawn. Reinstated some old downtime behaviour. Removed old downtime titles. some other stuff probably, forgor * Redeploy flag works again. Stopped players spamming spawn dialog. Stopped radio config subtitle appearing when it isn't meant for the local player.
* ACE actions, QoL improvements - Added ACE actions to loadout lockers - Ensure loadout lockers are automatically registered as Zeus editable objects - Fixed loadout locker bags not getting deleted alongside their locker * Restrict function recompiling - Disable function recompiling outside of 3DEN preview (mission-defined functions are not final when recompiling is enabled)
No longer ignore group-based access checks for logistics vehicles.
Relaxed function recompiling restrictions to be enabled for server machines in 3DEN mutliplayer
* Godmode, QoL improvements, cleanup - Fixed godmode only being applied once on initialisation (rather than everytime the curator display is opened) - Moved initialisation code into fn_openZeus (replacing the now-redundant init loop polling curator display availability) - Fixed custom Zeus UI not opening on the first use of the curator screen - Added safeguard to giveUnitGodMode to ensure only one instance of the heal loop can run
* added identities for SPE CDLC: US, French, German * fixed absolutely intended check if Bubbus does proper code review
…hoose one manually. (#188) * Force players to a specified respawn point if they don't choose one manually. * forgor to rename this var 💀
- Removed functions recompiling due to incorrect script path resolving when used on ACE/CBA functions (which was the intended use case). Big sad.
* Refactor internal functions - Refactored internal functions to be compatible the new medical variables used by ACE - Merged wounds healing code for critical bleeding from immersiveRevive into healWounds, and added an optional third parameter - Modified EQUALS macro to work with any variable type (not just objects) * Body part hitpoints - Fixed body part hitpoints not always being decreased with each wound healed (this made it impossible to fix weapon sway)
Release -> Develop Backport
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