Jagged Alliance 3

Jagged Alliance 3

JA3_CommonLib
injto4ka  [developer] 19 Feb @ 12:22am
Mod features and fixes
  • Mod item Change Property can tweak sound presets.
  • Missing functor properties in mod items are replaced by their default values.
  • Fixed the false positive error in mods about attempting to create a new global variable which already exists.
  • Enabled copy-from for FX mod items.
  • Removed some unnecessary loading screens.
  • New mod items for "Anim Metadata", "AI Archetype", "Combat Action", "Stat Gaining Prerequisite", "Combat Task", "Camera", "Game State", "Terrain", "Squad logo", "Action FX Wind Mod", "Satellite shortcut" and many others.
  • Fixed Entity Viewer's non-dev fields.
  • Removed the popup messages "Your code has been loaded and is currently active in the game." and "The mod needs to be saved before uploading".
  • Mod item coloring.
  • Copy Code button in the preset editors.
  • Mod item Constant can work with config, Platform and hr.
  • Mod Item Convert & Import Assets is case insensitive for file extensions.
  • Vanilla presets can be copy-pasted into the mod editor if conversion is possible.
  • All body entities are listed in the appearance editor, ignoring the gender. All spots are listed as well.
  • Shielded an error in Black Planes placement when no rooms are found on the map.
  • Sync RNG functions added that would not induce a desync in coop.
  • Mod manager window cannot be opened twice.
  • All marker classes are available for placement.
  • Object colliders are listed in the object's properties.
  • Enabled mods can be stored and restored.
  • Missing mods in saved games are automatically enabled.
  • Removed the warning about mods being player created software packages.
  • Local mods can be opened for edit from the game menu.
  • In debug mode the developer interface (~) and the console are always enabled.
  • The global C function names are provided.
  • Fixed quest condition's code generation.
  • Fixed the conditions and effects related to custom campaigns to properly reference the campaign they are made for.
  • Fixed most campaign related choice props to reference the campaign they are made for.
  • Fixed the language choices.
  • Editing a mod map from the sector mod item would also properly change the current campaign.
  • Fixed translated choice lists.
  • Shielded a crash when a material is invalid during texture collapsing
  • Vanilla art spec made available.
  • Fix for the mod items storing their props in the LocalStorage.
  • Errors during mod loading will now result in asserts in order to be debugged via VS Code.
  • Shielded the case where a mod item is trying to load a map object
  • Removed the possibility to associate UnitHasInteraction with a map object.
  • The class property in the Entity class is now a list of choices instead of a text field.
  • Sounds are played in the VoiceResponse editor.
  • The mods can include version information when uploaded (enabled by default).
  • Mod reload button added in the mod properties.
  • New effect "Take all items from merc(s) in squad".
  • In debug mode the game won't restart after mod unloading.
  • Fixed the passability corruption after modifying the area of a grid marker.
  • Added shortcut Ctrl-Alt-F1 to copy the current camera location to the clipboard.
  • Fixed a missing mod quest error in the load game dialog.
  • Fixed an error in the mod manager after the local storage has been deleted.
  • Map marked errors are working in debug mode.
  • Campaign related achievements cannot be unlocked in custom campaigns.
  • Added a spellcheck toggle in the mod definition.
  • Developer properties are visible in debug mode.
  • It is now possible to save map data presets.
  • Potential fix for the missing mod Steam id after initial upload.
  • Removed the mod resource conflict checks. These functions are very performance heavy and their results are completely futile.
  • Fixed wrong dirty status for code mod items when there is no code.
  • Debug section added to the grid marker's properties allowing to monitor its state changes.
  • Added an effect for triggering the campaign ending.
  • Fixed squad iteration in SetupCrocodilePatrolSquad.
  • Any map can now show in the Main Menu via the property "Allow In Main Menu".
  • The map editor toolbar width is controlled by the editor settings.
  • Added an option in the editor settings to start the game directly on the mod map.
  • Mod entity button "Restart game" added.
  • The external editors are always started without debug support.
  • Quick Start the last game made (debug mode).
  • Fixed broken translated texts after copying.
  • The mod items can be stored as templates or created from templates.
  • The interaction condition would list all interactable groups to be chosen from.
  • The campaign can specify the max number of hired mercs.
  • Local paths for deleted mods will be removed from the local storage.
  • Removed the possibility to save mod asset files inside items.lua
  • Fixed AI behavior of AIPolicyProximity.
  • Fix in the detection logic of AI function UpdateSuspicion.
  • Custom campaigns can override the consts Player Max Debt and Starting Money.
  • Updated mods are listed in the mod manager log.
  • Added a mod option to auto load new mods.
  • Mod dependencies are auto-enabled.
  • Fix for a broken syntax highlighting in the mod manager log after certain special symbols.
  • Added new effect PlayVoiceEffect to play a sound as a voiceover on trigger.
  • Mods loaded or unloaded via the mod editor will persist their enabled state.
  • The campaign can have a forced starting merc selection.
  • Mod item Change Property can properly validate its value.
  • Mods can be sorted.
  • Animation tuning controls added to the unit's props.
  • Custom appearance parts added.
  • Duplicating a data preset would append "copy" to the ID instead of a number.
  • Mod item Constant doesn't trigger code reload on each save.
  • The item def now contains appearance data.
  • Item appearance can affect mercs only via global function ShowItemsOnMercsOnly.
  • The item appearance can be marker with custom tags.
  • The item visibility can be controlled by the function ShowItemsWithTag(tag, show).
  • The Loc ID will be displayed under the respective translated texts if the mod option "Show Loc ID" is enabled.
  • Duplicated Loc ID-s will log an error on game start, visible in both the mod log and the game log.
  • Mod option added "No Loc ID change on Copy" to avoid changing Loc ID when copying items in the mod editor.
  • Each mod option can now execute code on being applied.
  • Better body part description in the object editor.
  • Parameter names are choices now.
  • Shielded the usage of non-existent appearances.
  • Added a mod option for the map editor to save a map copy on every map save in the EditorBackup folder of game executable directory.
  • AISelectAction fixed to properly choose the best action, and not the first one available (rato).
  • The Loc ID will be displayed under the respective translated texts if the mod option "Show Loc ID" is enabled.
  • Duplicated Loc ID-s will log an error on game start, visible in both the mod log and the game log.
  • Mod option added "No Loc ID change on Copy" to avoid changing Loc ID when copying items in the mod editor.
  • Fix for complex choices.
  • Fix for AIPolicyIndoorsOutdoors (@rato)
  • Added a number control to the mod option sliders.
  • The complex choice controls containing value and text correctly resolves the selected value.
  • Fix for AIGetAttackTargetingOptions to properly filter the targeted parts (@rato)
  • Fixed Toon Looney appearance in the Crocodile Cave.
  • It is possible to disable Change Property in the presence of other mods
  • Imported Action Bar Plus fixes for the actions bar.
  • Fixed mod saving with warning popups.
  • CustomInteractable "Visuals" property allows the usage of modded images.
  • LimitThreads freeze patch from HG_IvanAssen made as a mod option.
  • LootEntryUpgradedWeapon will list all weapons.
  • The const mod items can be loaded before the code now by forcing them to generate code. Thus if the consts are located before the code mod items in the mod items, their code will be executed first.
  • Added a "Change UI property" mod item.
  • Fix in RunAndGun to allow it to target incapacitated targets if no other targets are available (Kpoji4er)
  • Fix for defend mode in StartDeploymentInCurrentSector (Soundwave2142)
  • Minor tweak in AIPolicyProximity to ignore dead units.
  • Custom sat view decorations are depending on quests.
  • Fixed "open in editor" to select the mod item.
Last edited by injto4ka; 31 Aug @ 7:37am