-use the second set of GVARs to track adding and removing attributes.
-Epoch_player* vars moved to local vars only accessible inside the
master loop.
-TODO: finish digest system with a config entry to control digest
limits. Some extra logic is needed.
Basically, when you consume some food, it will not increase your hunger
level immediately but raise over time.
Each of these should have limits on how much you can store in the digest
and how much each tick the digest var can affect the local player var in
the master loop.
- Added CinderWall Door to DoorCount in UpgradeBuild
- Added Option to prevent repairing full damaged HitPoints in
ServicePoint
- Added Option to disable removing Parts in Advanced Vehicle Repair
- Added CinderWallDoorwHatch_EPOCH to cfgBaseBuilding
- Fix in cfgCrafting for KitVehicleUpgradeI_200_EPOCH
- Added an "isdamageallowed" check in EPOCH_server_repairVehicle for
repairing untouched Vehicles in Bases
https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L202-L203
- Some Cleanups of commented out lines
[Fixed] Snapping Stud Walls to Floors tilted on their left or right(had
forward and back working)
[Added] Checks for Tilt Left / Right / Forward / Back
[Added] Checks for Snap Points N,S / E,W
[Added] Checks for Snapping Direction 0,2 / 1,3
[Fixed] Snapping Direction's failed to keep level with tilt of floor on
some snap points with specific directions requiring the above checks
- We no longer spawn antagonists on opening loot containers or trash.
Instead we have the client spawn them from a new weighted array. Note:
Admins can control what AI are spawning by removing from array
(antagonistChances) or setting chance to 0
- moved EPOCH_spawnIndex and EPOCH_spawnLimits to master loop init
instead of both_init as it is only needed client side.
- loot table updates for extra logic condition.