[x] Garrison module: Replace searching pattern "House" by "Building" (=> more buildings are available e.g. Tanoa WW2 bunkers).
[x] Moved "Create/Edit intel" module from "spawn" to "scenario flow" category (see #40)
[x] "Destroy Buildings" Module was changed to "Damage Buildings" Module (=more options).
[x] "Patrol" module was changed to "Patrol/Loiter (Heli)" => Loiter waypoint for aircrafts.
[x] Default assigned hotkey to eject passengers has changed from LEFT SHIFT + G to V.
[x] For logged-in admins the "execute code" module is in any case available.
[x] "Bind variable to object" variable is no longer public, but still global.
[x] Postpone initialization of global functions to the point they are needed.
Features:
[x] Toggle street lamps module
[x] Autocollapse Tree (see #26)
[x] Apex symbol in front of apex objects and warning message (make aware of non-Apex owner kick issue).
[x] CBA settings framework (by @Grezvany13).
[x] Settings: Helmet & DLC icons for module tree (by @Grezvany13).
[x] Settings: Zeus vison modes (by @Grezvany13).
[x] Settings: Set available factions for module tree (especially useful for addons like CUP).
[x] Settings: Customizable hotkeys.
[x] Waypoint: Paradrop waypoint.
[x] Waypoint: Improved fastroping waypoint; ACE3 or Advanced Rappeling (AR) is needed. The latter is used if both are loaded. (Note that ACE3 fastroping does not work properly in MP in contrast to AR)
[x] Reinforcement Module: Type of waypoint can be selected: Land, fastroping or paradrop.
[x] JIP option for execute code.
[x] Module "Change Altitude": Change altitude for aircrafts, divers and submarines (Note: In some cases you have to place a waypoint to get the desired effect!).
[x] Improve "Add objects to Zeus" module (shorter radius, Filters)
Fixes:
[x] Non-local surrendered units stuck after release in cetain cases.
[x] Implement solution similar to CED (see #27).
[x] Player manned vehicles cannot be edited (see BIS forum)
[x] Advanced attributes do not work for non-local units (see #38)
[x] "Garrison building instant" module does not work for non-local units.
[x] Suppressive fire does not work properly with move waypoints.
[x] Suppressive fire could be spamed => led to unexpected behaviour. (Rejected)
[x] Suppressive fire: Units do not aim at target from the very beginning. (No solution found)
[x] Mines were marked on map (check ACE3 solution?)
Changes:
LEFT SHIFT
+G
toV
.Features:
(make aware of non-Apex owner kick issue).Fixes:
Suppressive fire could be spamed => led to unexpected behaviour.(Rejected)Suppressive fire: Units do not aim at target from the very beginning.(No solution found)