Now that booming the free camera is influenced by the camera speed, the keys should be whitelisted from the held-key prevention system to allow the speed to be adjusted on the move. Also includes a failed attempt to fix the free camera map teleporting functionality.
Previously the camera would be automatically moved away from corpses (when the unit currently being watched dies). This changes it to stay on them until the view is manually switched as users might want to stick around and watch whatever was going on at the time of death.
Hacking the BI respawn framework to support a spectator setting was intrusive and limiting. Instead of using a setting, I've opted to introduce a new respawn template that can be used within BI's respawn framework. The benefits of this approach are:
- Compatibility isn't a concern, that responsibility is shifted onto mission designers.
- Mission designers can use the functionality of the BI framework alongside the spectator system (combining templates, using different templates for different sides, etc.).
- If a custom respawn framework is used, then this doesn't change anything. Custom frameworks are still fully supported via the public functions provided.
- Remains simple to set up, just requires a description.ext edit
Seamlessly integrates the spectator system with the vanilla respawn framework when the onDeath setting is enabled. This commit makes a lot of changes:
- Edit BI functions used by the vanilla respawn framework to enable support for ace_spectator.
- Set spectator state is now tracked using a GVAR for the local player since using a unit won't be reliable all of the time. However unit is still marked for any filtering purposes.
- Instead of NV being used based on the sun to moon transition state by default, that functionality only takes place in the integrated system so that custom frameworks can do what they want.
- Seagull units are hidden when using framework integration since they're spawned by the engine with respawn type 1 and they just hang around undesirably
When staging a spectator (physically applying the spectator state) the unit position is saved for potential later restoration. This shouldn't be done multiple times since the function can be called again to reset staged units.
Using boolean instead of simply checking for the display. Checking for diplay was unreliable since it can be technically closed while theoretically open during the escape menu and such.
Since spectator was pushed back to a feature branch from the release branch these translations from a PR were also lost (as the commits were prior to the removal commit) when it was merged after the fact.
New spectator on death system should enter spectator mode upon dying and exit upon respawning. Only virtual spectator state is suitable for this system since the body should remain as is.
Existing variable "ace_spectator_isSpectator" split into counterparts "ace_spectator_isSet" and "ace_spectator_isStaged" in order to better manage spectator events
With the changes planned to allow spectator in the true death state, physical changes aren't applicable in all of the possible usage cases. This separates the physical process into new function ace_spectator_fnc_stageSpectator
Vertical camera movement (boom) was previously at a constant speed. However this felt too slow at times, half the horizontal (dolly) speed should improve this.
Zeus modules were only running on the *server* rather than the local machine. This resulted in the variable used to cache the object zeus has its cursor over not existing and therefore the modules didn't work at all.