Commit Graph

11888 Commits

Author SHA1 Message Date
jonpas
5160a4d767 Prepare release 3.11.0 (build 4) 2017-10-24 15:42:18 +02:00
jonpas
c2c1ae538a Merge branch 'master' into release-3.11.0 2017-10-24 15:40:38 +02:00
Dystopian
1936343428 Fix refuel documentation (#5547)
* Update refuel.md

* Update refuel-framework.md

* Fix refuel-framework.md

* Fix refuel.md

* Add version note

* Fix version note

* Fix hooks
2017-10-24 15:39:32 +02:00
Ozan Eğitmen
b45a7e2413 Add custom combo box control (#5661) 2017-10-24 15:39:15 +02:00
BaerMitUmlaut
53b8649d85 Fix carrying on water (AGL->ASL) (#5659) 2017-10-24 15:38:47 +02:00
jonpas
58d69a7978 Prepare release 3.11.0 (build 3) 2017-10-23 20:21:01 +02:00
jonpas
84cd5d8749 Merge branch 'master' into release-3.11.0 2017-10-23 20:20:04 +02:00
Jo David
f54fce11e1 Merge pull request #5657 from acemod/fix-team-page
fix display error on team page
2017-10-23 16:03:02 +02:00
bux
f0d38cd907 fix display error on team page 2017-10-23 15:17:37 +02:00
Dedmen Miller
a614744e31 AB compat rail/scope height update (#5650)
* Compat rail/scope height update

* fix
2017-10-23 15:02:48 +02:00
ulteq
3484942680 Scopes - Fixed MRAD conversion (#5651)
* Same issue as https://github.com/acemod/ACE3/pull/5640
2017-10-22 10:44:00 +02:00
ulteq
0aca46d7aa Scopes - BoreHeight config revamp (#5648)
* Scopes - Added rail heights for all vanilla guns
* Scopes - Improved default rail height
* Scopes - Updated all scope heights
* ATragMX - New default bore heights
* ATragMX - Updated scope base angles
2017-10-22 10:28:20 +02:00
Daniel Jupp
c34b1e1376 Disabled Debug Define (#5645) 2017-10-20 22:46:51 +02:00
jonpas
89495d4dc2 Prepare release 3.11.0 (build 2) 2017-10-20 17:36:30 +02:00
jonpas
81e4740b60 Merge branch 'master' into release-3.11.0 2017-10-20 17:35:01 +02:00
ulteq
61c044e16b Fixed a typo in the airFriction generator script (#5641)
- Slightly improves the vanilla trajectory of the 'ACE_338_Ball' bullet
2017-10-20 17:33:40 +02:00
ulteq
923507d009 ATragMX and RangeCard - Fixed incorrect MRAD conversions (#5640)
- This greatly improves the accuracy of the MRAD output in both modules
- Old and incorrect conversion factor: 3.38 [(360 * 60) / 6400]
- New and correct conversion factor: 3.44 [54 / (5 * PI)]
2017-10-20 17:33:26 +02:00
jonpas
9c78e20670 Merge branch 'master' into release-3.11.0 2017-10-20 17:32:05 +02:00
Andrea Verano
18c2f45b3a Italian Translation Update (#5636)
Added:
-New string in "weather"
2017-10-20 17:27:28 +02:00
Jo David
0b6630e449 remove old squad xml (#5643) 2017-10-20 17:26:15 +02:00
Jo David
430970456b update team page from authors.txt (#5644) 2017-10-20 17:26:04 +02:00
God of Monkeys
72e48c04f0 Update Chinese stringtable content (#5637)
Update Chinese stringtable content
2017-10-18 12:01:29 -05:00
PabstMirror
8ea0a42b1b Use BIS translation for Zeus/Players (#5633) 2017-10-18 06:26:08 +02:00
PabstMirror
23023ff8ea Fix server rain PFEH (#5631) 2017-10-17 22:48:02 +02:00
jonpas
e6f4046bf8 Prepare release 3.11.0 2017-10-17 20:27:56 +02:00
jonpas
856ffb5579 Remove rain, lightnings and wind sync (#5622)
* Move ACE Weather rain simulation to server and remove sync (synced correctly by vanilla from server)

* Remove lightnings sync (synced correctly by vanilla, ACE3 doesn't have own lightnings probability)

* Cleanup rain and lightning settings, strings, comments

* Set wind only on server (correctly synced in vanilla, gusts and waves still need manual sync)
2017-10-17 20:19:30 +02:00
SilentSpike
51a61653f4 Update spectator docs (#5362)
* Add player initilization safety to setSpectator

Public function which should wait for player unit to exist before running.
With this change an additional variable is now set on the player unit which
can be used to check whether players are spectators or not (part of
grander plans).

* Add UI initalization safety to setSpectator

Should make it so that calling the public function before the main display
has initalized will correctly wait until it has before starting spectator

* Overhaul spectator

Initial WIP overhaul of spectator component. Based on BI's End Game
Spectator and AACO's work on POTATO spectate. The essential functionality
is in place, but some things are broken and some are still to be
transferred.

* Remove redundant canInteract condition

Spectator UI will be open anyway so this is pointless.

* Fix follow camera controls

Also ensure unit camera modes have a target more consistently

* Fix widget weapon icon for unarmed

* Fix follow camera zooming

* Fix entity list not updating correctly

* Remove redundant conditions

* Fix list click behaviour

* Remove a bunch of old debug

* Alter behaviour of camera speed

* Restructure the spectator addon

* Fix camera tracking behaviour

* Fix very fast camera toggle

* Fix initial camera mode

* Fix double click behaviour

* Make AI name display consistent

* Add UI toggle

* Fix current camera mode button highlighting

* Fix focus info widget when clicked on in 3D world

* Improve key handling

Use of `inputAction` could result in weirdness when multiple keys pressed
at the same time. Hardcoded for now.

* Implement dynamic help UI element

* Remove some redundant code

* Fix follow camera jitter

* Add projectile drawing

Technically the capability to draw projectiles has been in since the
start. However it took me a bit of time to figure out how best to
add/remove the required event handlers.

I decided to add them during the process of finding things to draw, since
I'm iterating over the list of spectatable entities here anyway. With an
additional GVAR containing up to date entities, the fired EHs can remove
themselves when applicable. This avoids any granularity issues with adding
EHs en masse.

* Improve naming convention related to drawing

* Remove outdated unit and side settings

Also re-add unit whitelisting/blacklisting support

* Rename public function for consistency

Adds a deprecated warning to the old function name.

* Update stringtable

Some entries are replaced with BI translations, others are no longer
needed. I pieced together one of the camera mode settings by combining the
BI translations of the individual versions.

* Add location public functions and list population

Just need to take care of drawing and then camera interaction now

* Add location 2D and 3D drawing

* Respect whitelist and blacklist correctly

* Add location camera focus capability

* Fix local helicopters follow mode bug

* Add compatibility with `counter` template

Simply repositions the counter UI to the top of the screen out of the way

* Update respawn template

This template is only compatible with respawn types 2 & 3

* Rename compatibility function

* Add compatibility for respawn types 1,4 and 5

* Update setCameraAttributes function

* Fix draw3D for respawn types 1,4 and 5

* Fix screeching seagulls #4265

* Fix script command typo

* SQF Linter Pass

* Add obsolete warning for public func params

* Deprecate interrupt function

* Fix incorrect function call

* Make playable virtual spectator work

* Improve focus handling in public function

- User might want to reset focus for free cam, in which case objNull
  cannot be reserved for random
- Focus is still required for unit camera
- Update some function headers

* Note explicitly the use of `player`

* Remove unused base classes

* Improve seagull culling

* Add projectile drawing to vehicles

* Fix same tab selection clearing list

* Make projectile lines last 1 frame longer

* Add true zeus compatibility

- Re-opens spectator when zeus closes
- Transfers the curator module over in the respawn template
- Only handle uiForced in setSpectator to avoid issues with esc key
- Add safety to setFocus so that it only updates the UI when applicable

* Fix player moving in FPP

* Fix zeus transfer and re-opening

* Consolidate icon definitions

* Fix AI setting for player groups

* Improve handling of alive spectators

Instead of disabling simulation, just stage them automatically if alive.

* Fix respawn template for types 2 & 3

* Fix pre-set camera mode with no focus

- Improve handling of UI updates in camera related functions
- More explicit UI initalisation
- Find a focus if one wasn't pre-set for a camera mode which requires a
  focus

* Localise key names

* Fix camera mode and vision settings on init

When spectator starts the available camera modes and vision modes should
be consulted to ensure they are respected upon opening.

* Fix key localisation

* Add next/prev entity keys

* Fix vision modes update while camera active

- Updates the camera vision mode in case the current was removed

* Add public getCameraAttributes function

* Fix spectator zeus compatibility

- Camera control wasn't returned on exit due to change in fnc_ui

* Improve vision mode handling

- Curator now resets vision mode on entry
- First person also reset vision mode so that it is consistent between
  camera changes

* Improve location handling

- It makes more sense to specifiy the position ATL since the text is going
  to be rendered there and a z of 0 is then ground height.
- Updates the ui immediately if the list is already on locations

* Disable list keyboard search

* Fix handling of forced camera mode with no focus

* Fix handling of free mode removal while no target

* Fix locations respecting available modes

* Fix list entry removal code

- Replace getTargetGroups with getTargetEntities for consolidated
  filtering.
- Fix the step of the removal loops and make them go to index 0 instead of
  1

* Improve side handling of unit list

- Accounts for possibly of whitelisted random objects that belong to other
  sides
- Move the index decrement to loop, not within every loop

* Add linter ignore directive

* Fix list code

* Improve entity fetching

- Change whitelist/blacklist application to optimize the code

* Include dead units in the list

- Allow getTargetEntities to return dead units too
- Iterate over allGroups in list updates to reduce overhead

* Take care of TODOs

* Mark stageSpectator as non-public

* Fix updating list focus

* Adjust default camera speed

* Include the function file

* Generalise camera button UI

- Makes it easier to extend with future camera mode buttons
- Removes potential error when display doesn't exist

* Remove obsolete staged event

- Add vision toggle to help
- Restructure some function PREP

* Add public function to return all spectators

* Change default briefing name used on map display

* Fix the order of 4 main sides in list

* Restore non-toggle behaviour of camera speed

* Fix UI gap between list and tabs

* Force update UI list when player is staged

Hopefully this fixes any issues related to the player appearing in the
list

* Update controls strings

* Fix entity tooltips showing short name

- Also revert changes to common function and just handle in this component

* Include dead in unit switching

* Show rank and vehicle icon in list

- Rank is shown in tooltip
- Vehicle icon is used to see which units in the list are mounted

* Change default vehicle icon

* Show whether medic/engineer in tooltip

* Improve list double click behaviour

* Improve group icon handling

* Use dynamic group icons for drawing

* Fix EFUNC call

* Update all function headers

* All the changes I had staged before arma broke git

Arma managed to crash my whole system again, breaking my git repo and I
resorted to nuking it and pasting the changes I had comitted locally back
in. From memory:

- Fix icon paths
- use distanceSqr for minor speed boost
- Add setting to show map locations in the UI
- Limit location rendering based on distance
- Probably some other crap

* Fix squared comparisons

* Remove unnecessary variable publicity

* Deprecate fnc_stageSpectator

The function was a source of confusion alongside fnc_setSpectator and so
it is replaced by an additional parameter to hide the unit as part of
fnc_setSpectator. No longer is the unit moved either, to reduce complexity
and give more control to mission maker.

* Fix undefined variable

* Update spectator framework doc

* Update spectator feature doc

* Fix typos and grammar

* Revent version introduced number

* Update with new changes
2017-10-17 20:19:10 +02:00
BaerMitUmlaut
b366be0277 Prevent fastroping teleport serverside (#5629) 2017-10-16 23:20:50 +02:00
Mark Ruffner
7aae91be79 'Fix' race condition where rope is cut as someone mounts the rope (#5569)
* initial fix attempt

* reset animation

* Fix logic

* Not cutting when roping
2017-10-16 23:11:21 +02:00
PabstMirror
9c7b546e24 Fix garrison header and use showMessage (#5628)
* Fix garrison header and use showMessage

* Fix moduleUngarrison
2017-10-16 15:23:39 -05:00
Andrea Verano
c08bea1275 Italian Translation Update (#5627)
* Italian Translation Update

Added:
-Ai
-Pylons
-New entries for Zeus

* Remove empty comment
2017-10-16 20:30:38 +02:00
jonpas
7183a765f5 Add Advanced Throwing torque (rotation) (#5621)
* Add throwable rotation

* torque grenade config

* Cleanup

* Do vectorNormalized on direction only
2017-10-15 20:06:18 +02:00
PabstMirror
6e219b8678 QuickMount - fix locked seats, getIn EH (#5626) 2017-10-15 17:59:34 +02:00
jonpas
d598906205 Fix defused UXOs being able to be defused again and detected by mine detector (#5623) 2017-10-15 13:13:16 +02:00
jonpas
6ee16db792 Update No Uniform Restrictions definitions for Arma 3 1.76 (#5625) 2017-10-15 03:13:16 +02:00
LordGolias
8d9c17ed88 Made AI medic use epipen on unconscious patients (#5433)
* Made AI medic use epipen on unconscious patients

* Fix epi heal args, use non-local treatment funcs
2017-10-14 20:43:53 +02:00
PabstMirror
65c5e6e38e Add function to add curator actions (#5620) 2017-10-14 12:01:07 -05:00
Dystopian
f6fd0095f7 Add compat for RHS 0.4.3 new vehicles (#5619) 2017-10-14 11:56:12 -05:00
BaerMitUmlaut
c211cbf82b Added fastrope keybind (#5606)
* Add fastrope keybind

* Add canInteractWith checks

* Fix player -> ACE_player
2017-10-14 11:55:48 -05:00
PabstMirror
750382ff67 Cookoff - Filter bad ammo, use new rearm config (#5618) 2017-10-14 15:12:32 +02:00
PabstMirror
2663bbb786 Fix options menu (#5617) 2017-10-13 23:50:12 +02:00
Jo David
690308aa48 Merge pull request #5615 from acemod/docs-af-dead-link
Remove dead link in AF docs
2017-10-13 19:13:02 +02:00
BaerMitUmlaut
280aa3a3e5 Remove dead link in AF docs 2017-10-13 14:38:03 +02:00
classic
d1aaf89c81 Update the Jpn translation (#5612)
* 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.
2017-10-12 16:15:56 +02:00
PabstMirror
c8255960d6 Disable checking weapon temp on fakeWeapon (#5600) 2017-10-11 23:36:48 +02:00
BaerMitUmlaut
a95c380dcc Remove legacy medical settings (#5609) 2017-10-11 22:23:12 +02:00
Laid3acK
958471cb0c AB : same values for the both 127x108 bullets (#5588)
* 127x108 apds fix

* fix 127x108 apds initspeed mag
2017-10-11 14:07:13 -05:00
ace3mod
b94ec20a9b [Docs] Update component dependencies
Automatically committed through Travis CI.

[ci skip]
2017-10-11 21:06:59 +02:00
Ozan Eğitmen
1b86063ade Add Pylons Component (#5517)
* 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
2017-10-11 14:05:54 -05:00
Dedmen Miller
b51adcec3e RHS 3.4 Goggles and AB Ammo compat update (#5607)
* Oakley SI ballistic goggles

* Shemags and ess goggles

* 556x45 M855
2017-10-11 14:05:17 -05:00