* Muzzle Velocity vs. Temperature Interpolation
* C1 Ballistic Coefficient vs. Distance Interpolation
* Coriolis and Spin drift output
* Options menu
* Truing Drop
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* Overworked default gun profiles
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* Fixed the Cancel buttons on the gun-, atmosphere- and target columns.
* Fixed some muzzle velocity entries in the default gun list.
* Fixed divide by zero error in the target range estimator
Not all explosives detonate on destruction, so their ammo config must be checked to see if they will.
ACE_Explosives adds a property to define the associated ammo which *will* detonate on destruction, which is used if present. Otherwise a generic small explosion happens.
* no message
* Header.
* Typo.
* Less code.
* New getPos syntax.
* leaveVehicle seems to work.
* Removed the second waypoint.
* Clear previous waypoints.
* Run away waypoint before others.
* Use arr select code
* Revert select. Use doMove.
* Made the new ammo types ready for advanced ballistics
* Made the new weapons ready for advanced ballistics
* Recalculated all initSpeed coefficients
* Updated the airFrictionAnalysis report
* 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
* Update make.py to 0.8
* Remove redundant extras folder obsolete handling
* Fix version updating in files when version changes number of digits
* Satisfy bux
* 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
* Add Ammo cookoff
* Remove tabs
* Add initial ammo box cook-off
Does not include a fire effect, mostly just a proof of concept.
Should probably also add further potential cook-off conditons (if hit by tracer for example).
* Add burning effects to ammo box cook off
- Add burning effect while ammo box is cooking off
- Add setting to enable/disable ammo boxes cooking off
- Clear magazine cargo while box is burning
Currently the box will burn for 60 seconds hardcoded, this is to allow time for the ammunition to cook off (since boxes sink into the ground and dissapear when destroyed). Perhaps we can implement a way to burn until all ammo is expended.
* Improve ammo cookoff
* Integrate ammo cookoff with the incendiary grenade
* Disable ammo cook off underwater
* Optimize fnc_detonateAmmunition
I say optimize, the only real performance optimization is using `vectorMultiply`. The rest is readability optimization though!
* Improve ammo box cook off
- Remove unnecessary light source (fire particles provide lighting)
- Add randomness to cook off time
- Cook off begins with fire effect rather than smoke
* Add tracer induced ammo box cook off
Due to limitations in the way arma handles tracer rounds (there's no way to check if an individual projectile is a tracer), only magazines with a high enough tracer density (at least 1 in 4) can cause cook off this way. However this is deemed an acceptable approximation since the chance of this happening should be quite low anyway.
* Decrease amount of explosions from ammo cookoff
* Add is local check for remote event
* Replace FUNC(stringRemoveWhiteSpace) with CBA_fnc_removeWhitespace, Depreacte ACE's
* Use QFUNC
* Bump required CBA version
* Change remove version to 3.110.0
* Fix medical blood locality / bleeding in vehicles
- Fix ace_setting
- Don't run on headless if enabledFor = 1
- Don't create blood for non-local units
- Don't create blood when mounted (except static weapons)
* Add readme