* 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
* 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
* 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
- 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.)
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.
Remove the use of ace settings and makes the module more zeus specific. It might be worth adding a similar module or mission settings to ace_ai for mission editing.
Replaces display size and position defines with macros for readability and compactness.
Changes naming convention of functions and displays to distinguish categories and make more readable.
Converts the global set skill module to use display events rather than waiting in a loop for the module to be set and confirmed.