all markers now scaled based on sizing desired in the cfgMarkerSets.
Adjustment of 2.25 to the mapScale was added to achieve smaller markers sooner and maintain non cluttered map markers
logic to select low or high criticalAttributes
forced blood drop if player is hypothermic.
force blood pressure rise if toxicity or radiation is over 55
removed Radiation reduction in master loop so you can only reduce
radiation with treatments
players blood pressure must stay within 11-179 range or be killed.
New global marker sets and functions.
Replace all markers for events and locations(fully configurable in CfgMarkerSets)
New MapScale marker zoom feature.
currently set to run 24 minutes between each "grow" cycle, so from seed
to mature should take around 1.2 hours from seed to fully mature. Option
to also have mature items spoil on the next cycle (24 minutes).
Correct vector snap issues clientside
Correct vector placement issues server side
Correct remoteExec reveal to clients(fixes incorrect placement during
swap)
fix error if EPOCH_playerEnergyMax was nil
another test case for swapBuilding if still not fixed.
removed hitpoints var from heal and godmode as it is not used.
lightPos: controls the positions of light props inside the box (uses
modelToWorld offset), set to {} to disable.
debugBoxClass: Controls the class that is used for the debug box, "" to
disable debug box.
cloneClasses: What classes to use for clone vat props, set to {} to
disable
- 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
Added the _allPlayers variable to complete the delete and readd to
original Perm Group.
Optimized forEach statements.
Fixed use of _groupId with _permGroup
- 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.
move "Delete Group" button check to onLoad from button click.
Remove owner from EPOCH_sendRemoteExecClient calls.
Add UI update push to leader on Delete Group.
Add UI update push to client on remove in case they clicked leave group.