* Use private keyword, move surface blacklist to script_component.hpp
* Check height above terrain
* Add Tanoa surfaces, Check if in water
* Use 'dust' config entry to determine surface, Add common canDig (checks dustyness)
* Re-enable compile cache
* Revert to surface blacklist with dust as fallback
* Move surface blacklist to script_component because SQF validator complains
* 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
* Cleanup map gesture sync / color mapping
- Adds ace_common_fnc_setPlayerOwner which syncs player's owner var
- Redo publicVarClient with CBA's ownerEvent
- Remove old ace_settings
- Make color module run globaly
- Ad public ace_map_gestures_fnc_addGroupColorMapping
* fix return
* Fix laser and missileguidance over water
* Return a normalized vector in EFUNC(common,getTurretDirection)
* Make laser dispersion simulation optional, default off
* Prototype for ace_laser_designate
* Remove vanilla laser handling from ace_laser in favor of the new code on ace_laser_designate
* Simplify laser into one module
Rewrite large parts of laser
Merge laser_designate
Delete lase_selfDesignate
* Cleanup missile guidance
* Headers, fix laser over water
* Cleanup
* Test
* Change setting to scalar, more cleanup
* Add seeker debug drawing
* Replace FUNC(stringRemoveWhiteSpace) with CBA_fnc_removeWhitespace, Depreacte ACE's
* Use QFUNC
* Bump required CBA version
* Change remove version to 3.110.0
* 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
Add maps and fix latitude :
- Kidal, latitude 18° (default latitude 0°)
- Governor´s Island, latitude 41° (default latitude -34°)
- Doung island (Unsung Mod), latitude 10° (default latitude -10°)
- Dakrong (Unsung Mod), latitude 16° (default latitude -16°)
- Pecher map, latitude 43° (default latitude -34°)
Remove obsolete Arma2 Lingor map
and fix my illiterate mistakes ...
Instead of changing the event names to match the new standards and also changing every single call to `FUNC(statusEffect_set)`/`FUNC(statusEffect_get)` I figured it made sense to only change the event names and the internal workings of `FUNC(statusEffect_sendEffects)` to automatically add the appropriate prefix.
* Improve selective UI API, Disable ammo count when reload component is loaded, Fix stance UI
* Upgrade Selective UI framework for controls that share IDCs for gunner and soldier
* Separate more soldier and gunner settings sharing same IDCs, Remove vehicle gunner weapon which has no effect anymore
* Separate more soldier and gunner IDC sharing elements, Fix typo, Fix API setting not being respected in case where selective type is not the same on load
* Rework Selective UI using ACE_UI config, Cleanup, Add ACE_UI to FCS component to mark it (is already disabled due to other necessary settings for FCS to function)
* Do location check in function, Rename condition to location, change to number
* Use macros in ACE_UI location
Allows us to switch event names such that anyone currently using our old event framework and names won't have their code broken until it is deprecated in version 3.8.0
CBA 2.4.0 entirely replaces the ACE events framework.
Adds wrappers with deprecated warnings to all of the public event framework functions and removes all of the underlying GVARs and code.
* Hearing - New XEH, Fix dead effects, Medical var
* Use setHearingCapability
* Cleanup dead player vol update
* Don't change global hearing in medical
* Fix exitWith