* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update stringtable.xml
* Move zeus SelfActions to config
* Port CBA PR #1048
* Move Land_Camping_Light_off_F TurnOn action to config
* Move createModule function to script func
* Update addons/zeus/functions/fnc_canCreateModule.sqf
Co-Authored-By: dedmen <dedmen@users.noreply.github.com>
* Apply suggestions from code review
Co-Authored-By: dedmen <dedmen@users.noreply.github.com>
* Teaching it a lesson about spacing
* Update CBA: script_macros_common.hpp
* Just change admin in cba macro
* Add possibility to create zeus during mission
* Use LLSTRING
* Allow deleting when setting is disabled
* Delete canCreate function
* Delete workaround for missed vehicles
* Revert "Delete workaround for missed vehicles"
This reverts commit e33102ee3c.
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Fix wrong order shown in addon category list
Just put 'ACE' at begin
* Typo
* Add/Fix: arsenal, nightvision and others.
common, explosives, maverick, gforces, pylons, hearing, marksers, repair,
flashlights, nametags, interaction, vehicles, medical_menu, medical_ai,
interact_menu, medical
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
* Update Japanese translation
- decrease check frequency from each frame to 1 per second
- simplify some math
- remove some very redundant parenthesis
- re-formated if control structure for readability
- use more appropriate skillFinal
- macro to change check delay, set to 0 in debug mode for debug line drawing
* New Toggle NVG ui and improve function
* Add Toggle Flashlights icon
* New Toggle Flashlights ui and improve function
* Stringtable changes and ace_ai postInit clean up
* TRACE fix and stringtable capitalization
* Disable anim previews when center isn't the player
* Abuse configs to change the edit loadout 3DEN entry
* Remove inheriting as it's not needed
* Remove uneeded condition
* Add zeus modules for ACE Arsenal, revert old arsenal modules
* Add 3 new arsenal EHs
* Add a setting to disable the identity tabs in ace arsenal
* Pass loadoutName in the onloadoutLoad EH
* Change foreach to forEach and ctrlcommit to ctrlCommit
* Resize the right window when the load bar isn't there
* Add a tooltip for the "clear container" button
* Improve onKeyDown, add classname copying using ctrl+c
* Add CBA setting for modIcons
* Add CBA settings for camera control
* Merge the 2 inverted settings into one
There's no man crazy enough to need one inverted and the other normal
* Add back missing newline
* Change rscCommon, don't redefine base classes
* Change anim to "civil" when not in a weapon or special tab
* Fix current handgun ending up in launchers tab and vice versa
* Change back virtualItems first index to primary secondary handgun
* Add ace_arsenal_hide config check and config entry
* Add dogtags handling in postInit
* Add CBA setting for fontHeight for left and right panel
* magazineGroups
* Add base layout for loadouts GUI
* Prepare the SQF base for the loadouts display
* Continue laying the base for the SQF of the loadouts display
* Add CBA settings for the loadouts display
* Implement button logic for loadouts display
* Finish button logic, start adding filling and button funcs
* Add editBox for loadout names
* Add loadout saving and deleting
* Add loadouts loading
* Add select current after list is refreshed after saving
* Redo button layout, Add rename button, Add messages
* Add double click loading
* Fix loadout deleting not triggering curSel change
* Keep cursor at same index when deleting loadouts
Woops
* Reload pictures when saving over old loadout
* Fix loadout save not updating the pictures properly (again)
* Add close button for loadouts dialog
* Fix weight not updating when using arrows to add / remove items
* Make the arsenal layout a bit prettier
* Start adding non available items and missing mods for loadouts
* Remove useless lines in fillLoadouts
* Move buttonHide above panel fill in loadoutsClose
* Change the way weapons are checked in fillLoadoutsList
* Add weapon in container support for fillLoadoutsList
* Add mag in container check for fillLoadoutsList
* Add item check for containers in fillLoadoutsList
* Fix item duplication when loadout loadouts
* Switch anim to civil for the rest of the tabs that need it
* Make extra sure item duplication won't happen
* Fix right panel hiding issues
* Fix remove all button, use QGVAR for EHs names, add isMP check to share tab
* Fix initBox erroring out if the object is null
* Move loadout checking to it's own func
* Force panel reload every time loadoutList change
I'm forced to do this, I can't save arrays in listnboxes
* Change how loadouts are retrived from the listnbox
* Fix save overwriting existing loadout not updating right row
* Fix indentation in buttonLoadoutsSave
* Fix reserved var error
* Fix fillLoadoutlist tab check
* Fix accessories in containers not being checked properly via verifyLoadout
* Fix binos not being detected properly by verifyLoadout
* Fix pre-filled backpacks not behaving properly
* Add mine detector check in configScan and onArsenalOpen
* Add extra traces
* Add mine detector check in non cached part of addVirtualItems
* Move right panel greying to it's own func
* Fix right panel listnbox for items with mass under 1
* Redo unique items sorting in onArsenalOpen
* Add loadoutSaved EH, handle empty name box for loadout saving
* Reapply inisgnia after loadout is loaded
* Change LoadoutSaved to loadoutSaved
* Rename savedLoadout to onLoadoutSave
* Change buttonLoadoutsSave layout to prepare base weapon saving
* Save base class for weapons when saving loadouts
* Remove unused profiling code related code
* Add not implemented warning messages for export and import
* Fix error when saving with a container or weapon slot being empty
* Remove dogtags from loadout upon loadout saving
* Change how misc item mass is retrieved
* Remove vanilla "NoVoice" from voices to avoid an error related to it
* Use tolower for currentData and itemsToCheck in fillLeftPanel
Avoid camelCase issues with the commands that don't fucking respect it.
* Remove redundant check in postInit
* Fix sharedLoadouts condition in onArsenalOpen, Fix save button logic
* Prepare sharedLoadouts addition
* Add loadout sharing
* Add proper saving and loading for shared loadouts
* Change loadout deleted / unshared EH name, add said EH to unsharing
* Remove shared loadouts from disconnected players
* Fix error in buttonLoadoutsSave, add row when other share a loadout
* Change sharedLoadouts tab curSel selection to lnbData instead of lnbText
* Add data when adding a new row via CBA EH
* Remove mode, add arg to openBox to have arsenal prefilled
* Cleanup buttonClearAll code
* Fix itemInfo behavior when switching between items that don't have logos
Fix#23
* Add copy paste and arrow key support for searchbars
Close#22
* Add back newline at EOF for onKeyDown
* Change default camera setting from non inverted to inverted
* Fix import and export "not implemented" message
* Rename share button to Unshare when loadout selected is shared
* Improve missing items logging, cache verifyLoadout check
* Remove unused var
* Add full 3DEN support
* Remove 3DEN sphere and grid, set helper center dir properly
* Change 3DEN lightsource intensity
* Save 3DEN inventory properly
* Rewrite onArsenalClose 3DEN comment
* Fix sharedLoadouts check
* Add 3DEN support for defaultTab
* Add new event for 3rd parties in buttonCargo
* Move weight update to updateRightPanel for buttonCargo and selChangedListnBox
* Fix defaultLoadout save button
* Remove unallowed command
* Fix arsenal messages not working in 3DEN
* Add export current loadout, Add export defaultLoadoutsList
Signed-off-by: Josuan Albin <josuanalbin@outlook.fr>
* Add import button functionality
* Change export / import messages
* Change message to use scheduled only
* Attempt to sanitize data in import func
* Add a 3DEN attribute to save defaultLoadoutsList, fix shared loadout check
* Replace 2 last traces in verifyLoadout
* Change defaultLoadoutsList export format and add a 3DEN check for it's default value
* Fix original array being modified in fillLoadoutsList
* Improve shared loadout check
* Fix removeVirtualItems not removing Accs, nil virtualItems var in removeBox
* Add zeus support for arsenal rewrite, fix openBox camera check
* Add isPlayer check to arsenal rewrite part of bi module
Arsenal rewrite does not seem to work on remote players, welp, I tried at least
* Fix shared loadouts loadout index being null
Forgot to change that one getVar
* Hide shared column if sharing is disabled on My loadouts tab
* Remove trace from loadoutsLoad, add trace to shared and unshared EHs
* Fix postInit trace
* Fix sharing EHs being broken, remove traces in them, prevent possible issue
yeah, _x params doesn't work there :p
* Fix fillLoadoutsList error
* Start translating and code reviewing
* Add editing vehicle crew loadout support for arsenal
* Move left panel filling above 3DEN handling to avoid float crew members
* Fix onArsenalClose EOF, add header for it
* Move onButton EHs to config, remove placeholder stats func
* Add headers for onLoadouts funcs and verifyLoadout
* Clean up buttonClearAll
* Fix assigned items not being added properly to currentItems on loadout load
* Add more function headers
* Make rename work in default loadouts tab in 3DEN
* Add more functions headers, continue code review
* Add more functions headers, finish code review
* Fix loadout saving to profile from an other tab than my loadouts
* Fix loadout saving even more
* Attempt to fix loadouts handling
From totally broken to somewhat usable.
* Even more fixing
* Add back onLoadoutSave EH
* Add back author message in loadoutSave
* Add back EOF newline
* Add back loadout caching
* Remove unique items from saved and loaded loadouts
* Add unique item support for the remaining container tabs
* Fix mag check for magazine type in container
* Add support for CfgVehicles and CfgGlasses in miscItems
* Add button highlighting for loadouts display, fix mag put and throw check
* Change shared column to show a proper icon
* Revert "Move onButton EHs to config, remove placeholder stats func"
This reverts commit 1be5d92426.
* Add back EOL newline in prep, remove stats placeholder again
* Add part of the german translation
* Add more translations, change how shared button text is managed
* Add scheduled check in openBox to avoid issues with people using addaction
Because you know they will.
* Add translations for import and export messages
* Fix comms tab defaulting to empty
* Align buttons perfectly for loadouts display, translation for delete action
* Add loadout saved translations
* Add load and rename messages translations
* localized interaction name in initBox
* Fix issue when admins deleted a loadout didn't change the icon status for authors
* Fix loadout import, update unique items list after import / loadout load
* Beautify UI a bit
* Add setting to toggle missing / unavailable items RPT logging
* Add settings strings
* Increase button size for main display
* Change DLC logo side in infoBox
* Change loadouts display buttons spacing, change deleteLoadout button active color
* Remove camera rotation limit
* Add polish translation
* German translation by @bux
* Order
* Fix typo in buttonExport, add credits in handleMouse
* Fix right panel item count not updating properly in certain scenarios
* Add loadoutName check when importing default loadouts, change assignedItems check
* Improve onSelChangedRight, fix typos in onSelChangedLeft and handleSearchbar
* Fix syntax check in removeVirtualItems count
* Shorten onSelChangedRightListnbox by improving current tab check
* Improve fillLeftPanel weapon tab filling
* Move lnbSetPicture occurences for the loadouts display to a define
* scan config opti
* Fix RPT logging check in fillLoadoutsList, use picture macro for shared tab
* Fix sharing and RPT logging settings having the same var
* Add newline at EOF for funcs that are missing it
* Move GVAR(sharedLoadoutsVars) to sharedLoadoutsNamespace
* newline eof
commy contributed too!
* Fix delete button not working as intended in public tab
* Replace bis_fnc_baseWeapon with CBA equivalent everywhere outisde of scanConfig
* Revert "Replace bis_fnc_baseWeapon with CBA equivalent everywhere outisde of scanConfig"
This reverts commit 496e6f8223.
* Add new Cfg entry for handling unique items saving, add entry to chemlight shields
* Fix currentMag tab not detecting current mag properly (still experimental)
* Improve left and right filled EHs, add "Dog Tags:" for dogtag uniques
* Change how the right panel first update works
* Fix updateRightPanel very obscure bug and header typo
* Move postInit EHs for medical and dogtags to their respective postInit
* Fix medical postInit typo
* Add currentMag tabs for primary and secondary muzzles properly
* Fix container compatible mags tab not showing anything
* Replace an inline if to select in fillRightPanel
* Attempt to fix accs recognition when switching weapons
* Improve currentMag2 tab show / hide logic
Secondary and handguns can't have a secondary mauzzle
* Add strings for currentMag and currentMag2 tabs
* Readd strings that tabler accidentally removed
* Make sorting for the right panel stay the same when switching items / tabs
* Replace bis_fnc_addWeapon by the addWeapon command
bis_fnc_addWeapon failed when a weapon with the same classname was in one of the player's containers
Add mag for primary muzzle after the weapon is added, is possibly replaced by current mag(s) saved in curentItems
* Replace BIS_fnc_overviewAuthor in itemInfo
It works better
* Display itemInfo box properly for currentMag1 and 2 tabs
* Don't reset arsenal vision mode after quitting arsenal
* Improve showItem
* Remove trace from showItem
* Move getWeight and weight string from movement to common
* Fix typos in addVirtualItems
* Comment back compile cache for common
(Not yet for arsenal, not until it's validated for a merge)
* Replace secondaryMuzzleMag tab icon by @Max255PL 's
* Update @Max255PL 's icon
* Add missing author strings
* Add debug trace for a specific issue
* Add more traces in loadoutsSave
* Fix bug in loadoutsSave, remove debug traces
* Fix typo in loadoutsSave
* Fix uniqueBase cfg check for all cases in loadoutsSave
* Improve whitelisting for current weapon accs and mags
* Update CBA settings strings, change RPT logging to be turned off by default
* Update polish translation by @max255PL
* Fix saving loadouts when no loadout has ever been saved
* Make loadout screen lighter
* Save camera position and view mode for ace arsenal
* Improve loadouts screen presentation
* Improve loadouts screen readability
* Improve camera angle in loadout screen
* Improve loadout renaming, Fix bug linked to renaming
* Fix wrong loadout being used while renaming and color not being reapplied
* Fix other possible issue with renaming
* Change missing items color to be more colorblind friendly
* Fix typo and improve return check in getWeight
* Disable debug and re-enable compile cache for common and arsenal
* Remove uneccessary newline in arsenal's script_component.hpp
* Convert ACE_settings to CBA_settings
* Run Modules Globaly, BWC for SetSetting
* Add support for string settings
* ACE_ServerSettings warning
* Add handler for global setting being changed
* Add deprecated and replaced not to Settings Framework doc
* Remove options menu UI, Move Debug and HeadBug Fix to Options in Pause Menu
* Change modules scope to 1
* Disable debug
* Add the Jpn translation for ai
Add the Japanese translation for ai
* Update the Jpn translation for nightbision
just tweaks for name.
* Update the Jpn translation for captives
added missing word
* Add the Jpn translation for pylons
Add the Japanese translation for pylons
* Update the Jpn translation for zeus
added to new entry.
* Initial commit
* Change order
* ace-ify functions
* Add function headers, tweak onPylonMirror function
* Finish localization
* Fix trivial idc collision
* Styling
* Add self as author
* Add interaction for the dialog
* Add settings to enable menu and change behaviour
* Add strings
* Move changes into pylons component
* Progress
* Only one function left!
* Fix issues with overlapping players, Use LINKFUNC
* Add progress bar
* I need to switch branches
* Remove old pylon weapons from aircraft
* Explicitly set new pylon's ammo to 0
* Replace magic numbers with ID list
* Align controls properly
* Remove space before eol
* Add ability to add/remove FRIES
* 🐛 Whoops
* Fix logic errors
* Value of 1 means helicopter has built-in FRIES
* Add pilot/gunner switch button
Working on those buttons also helped me improve both the static and
on-the-fly (pun intended) parts of the dialog.
* Add quick zeus module
* Add a way to retrieve scripted pylon turrets
Not entirely reliable, but if used in both rearm and pylons, missions
that only use ace will work perfectly.
* Use getNumber default
* Use common's getPylonTurret
* Make dialog close on apply for zeus
* Handle UI Scaling better
* Prevent progressBar from failing in zeus
* Remove unnecessary stringtable key
* Add garrison and un-garrison modules
* Remove unnecessary text from garrison header
* Add french translations to new strings
* Add changes requested by review
* Change pushback to pushBack
* Move garrison funcs to ai, finish headers
* Remove diag log debug
* Fix typos and header issues
* Add missing newlines
* Fix strings, Fix typos and headers
* Enable debug and disable compile cache, Add trace and comments
* Rebase before review
* Fix default case running instead of case 3
* Fix edge case related to players being in garrison group
The player would make the enableAttack checks in ungarrison and garrisonMove fail, this is now fixed.
* Fix some arrays in garrsionMove and garrison
* Relax distance checks in garrisonMove, change AI behaviour while pathing to aware
* Add debug view
* Remove unused var, fix unit pos using the wrong format
* Make debug more visually pleasing
* Change garrison debug target to a waypoint icon
* Change disableAI event to AISection, comment out doFollow in doMove EH
* Fix locality issue
* Everything
* Fixed missing ;
* Fix missing ; and double private
* Fixed cannot isNull on number
* Turn _temparture back to isNil
* Fix error from merge
* advanced_fatigue stringtable german
* cargo stringtable german
* cookoff stringtable german
* fastroping stringtable german
* hellfire stringtable german
* nlaw stringtable german
* overpressure stringtable german
* quickmount stringtable german
* refuel stringtable german
* repair stringtable german
* scopes stringtable german
* slideshow stringtable german
* spectator stringtable german
* zeus stringtable german
* cookoff stringtable german #2
* hellfire stringtable german #2
* nlaw stringtable german #2
* overpressure stringtable german #2
* quickmount stringtable german#2
* refuel stringtable german #2
* scopes stringtable german #2
* slideshow stringtable german #2
* zeus stringtable german #2
* tiny fix
* tiny fix
* quickmount stringtable german #3
* fastroping stringtable german #2
* captives stringtable german
* cargo stringtable german
* cookoff stringtable german
* tiny change
* cargo stringtable german
* fcs stringtable german
* Fix german strings for scopes
* Update the Jpn translation
following to official localization.
* Update the Jpn translation
fix for miss translation
* Update the Jpn translation
added more natural words and fix miss translation.
* Update the Jpn translation
fixed for miss translation.
* Update the Jpn translation
just tweaks
* Update the Jpn translation
added to new entry. fixed or tweaked to few entry.
* Update the Jpn translation
added the jpn translation to new entry
* Update the Jpn translation
Added the Jpn translation to new entry.
* Update the Jpn translation
tweak to jpn translation
* Update the Jpn translation
following to official Japanese localization
* Update the Jpn translation
support to new entrys and few fix
* Update the Jpn translation
just tweaks to few entrys
* Add toggle flashlight and NVG modules
* Remove excessive spaces in moduleToggleNvg
* Fix indentation and typos to fit review
* Add an option to add gear, fix headers
* Change category to utility
* Add QOL improvement suggested by pabst
* Fix locality issues
* Remove locality check before enableFlashlight targetEvent
* Remove locality check before addWeaponItem targetEvent
* Add a player check in moduleToggleNVG, change modules category
* Add the same QOL in toggleNVG than in toggleFlashlight
* Update the Jpn translation for cargo
Update the Japanese translation for cargo
* Add the Jpn translation for hellfire
Add the Japanese translation for hellfire
* Add the Jpn translation for nlaw
Add the Japanese translation for nlaw
* Add the Jpn translation for rearm
Add the Japanese translation for rearm
* Update the Jpn translation for refuel
Update the Japanese translation for refuel
* Update the Jpn translation for repair
Update the Japanese translation for repair
* Update the Jpn translation for zeus
Update the Japanese translation for zeus
* Add the ability to abort a module action via ace_zeus_fnc_getModuleDestination
* Action can be aborted by pressing ESC
* Current position is still passed to the code callback
* Update the Jpn translation for cargo
Update the Japanese translation for cargo
* Add the Jpn translation for hellfire
Add the Japanese translation for hellfire
* Add the Jpn translation for nlaw
Add the Japanese translation for nlaw
* Add the Jpn translation for rearm
Add the Japanese translation for rearm
* Update the Jpn translation for refuel
Update the Japanese translation for refuel
* Update the Jpn translation for repair
Update the Japanese translation for repair
* Update the Jpn translation for zeus
Update the Japanese translation for zeus
* French translation for the two last entries
* French translation for the last entrie
* French Translation for the first entrie
* correct the spelling error
* Add zeus arsenal modules
* Add french strings to arsenal modules
* Fix typo in french string
* Make changes to fit review
* locality check, use showMessage, set categroy
* Add dummy function to zeus UI modules
This removes the message about the module having no function when in SP.
* Fix zeus teleport module for non-local units
BI made a change to the function this module was using. So now it has to
be ran local to the player in question.
Added Italian translation for:
-advanced fatigue
-advanced throwing
-cook off
-dogtags
-gunbag
-ui-scopes and much more...
Fixed a lot of grammatical errors
* add base structure
* Add getModuleDestination
* Add 2d map support, debug
* Cleanup, handle weapon max range
* Handle non-local units
* Use new showMessage func
* Run on groups when placed on leader
* Support for Indirect Fire Vehicles
* Cleanup
* Use doArtilleryFire which was fixed in 1.68
* French localization complete
* STR_ACE_MapTools_drawStaightLines_description fix
"l'on doit survoler le milieu du trait pour pouvoir le supprimer"
* Space management
alganthe :
Espace en trop après référence.
* Diapo
alganthe :
Slideshow -> diaporama
Slide -> diapo
* Cohesion fix
alganthe :
Vous avez traduit le nom du module juste au dessus (displayname).
Il est vrai que les créateurs de missions doivent consulter une documentation principalement écrite en anglais, donc vous avez le choix de traduire la ligne ci-dessus ou la garder, les deux semblent valide à mes yeux.
Reasoning : since French mission makers read reference material in English, it makes sense not to translate it and thus keep it simple for them.
* Caisses de munitions
caisse de mun -> caisses de munitions
* STR_ACE_Scopes_Description
Oops, forgot that one.
* French translation of "Advanced fatigue" and "Advanced throwing"
Full translation of "Advanced fatigue" and "Advanced throwing".
* New batch of translation/correction
* Add files via upload
* Add files via upload
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
* Added Korean translation
japanese translation caused error while translating process, had to remove some duplicated keys in stringtable.xml.
* Fix encoding
* some extra polish translations
for details see polish_translations_readme_markooff.txt
* file was deleted as it wasn't the part of the mod (only for information reason)
* jpn scopes translation
this is Japanese translation for scope
* fix jpn weather translation
Fix for Weather japanese translation
* fix jpn Repair translation
fix jpn Repair translation
* jpn zeus translation
Japanese localization for zeus
* jpn scopes translation
this is Japanese translation for scope
* fix jpn weather translation
Fix for Weather japanese translation
* fix jpn Repair translation
fix jpn Repair translation
* jpn zeus translation
Japanese localization for zeus
- Add categories to zeus modules to group them based on their functionality
- Add new utility modules:
1. Toggle simulation
2. Update editable objects
- Clean up some of the zeus module code (standardise function headers, camel case, etc.)
* Optimizations with private, params, and isEqualType
* Fixed tab being used instead of space
* Fixed tabs inserted by notepad++
* More usage of new private syntax and params
- changed a few checks for an array being empty to `_arr isEqualTo []`
rather than `count _arr == 0`
- added more uses of `private` on the same line as the variable is
declared
- added more uses of params to assign variables passed as parameters
- removed unnecessary parentheses
- removed several unnecessary variable declarations with private array
syntax
* clean up and formatting
The XEH InitPost event only needs to be added if the `GVAR(autoAddObjects)` setting is enabled. This change will save on overhead when the setting is disabled and also removes some complexity from the function that runs in response to the event.
Allows zeus to select a position for the module task to be carried out at - as a bonus it works alongside the radius attribute and will draw a circle preview if a radius is present.
Unfortunately control types 100 & 101 don't play nicely with controls groups and so I've commented out the position attribute from the displays that would currently use it. Otherwise it is all seemingly working fine, just that the position of the control is all wrong and it doesn't stay within the bounds of the controls group.
I opened an issue tracker ticket for the problem here: https://feedback.bistudio.com/T116708
Using a shared `radius` attribute for all of these displays so a generalized method of initializing and retrieving the value associated that was implemented.
The module is placed on a unit in order to switch the side of that unit's group. A "simple" dialog is used to select the new side.
The dialog code is a little ugly to say the least.