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mars's Issues

Feature Requests

This is the thread where all feature requests go.

  • Don't suggest features already on the 1.0.0 Feature List
  • Describe your requested feature clearly
  • Provide a use-case scenario (if necessary)
  • Provide any other details you wish to mention

Artillery should queue rounds

If you click multiple positions for the artillery vehicle to fire at, they will only fire at the last clicked position. It should instead queue the positions and fire when it has finished the previous round.

Recursive Context Menus

Gonna need to implement a level system to the context menus to accurately track parents and children. For now it's adequate.

AI Feature List

The following commands should be implemented via a right-click context menu over a group or unit in 3D space.

  • Manual Commands
    • Fleeing
    • Charging (suicide bombers)
    • Ambient animations
    • Force suppress position
    • Force clear building

New attribute docs

  • Identifiers
  • Window size
  • Label and field ratios
  • Loading from missionConfigFile

Attributes Framework

This is the system that will manage UI's for either specific object classes or generic dialogs. It is dynamically created by traversing through the given attributes class and creating its controls inside the parent window. God help us all.

Map icons move too slowly, looks weird

Not sure how Zeus does it, but maybe drawIcon isn't the best thing to use. Local markers could be better, especially for selecting entities on the map.

Easy UI Framework

It would be nice to have an easy-to-use UI framework that handles both functionality and design formats automatically. Something similar to Ares' dynamic dialogs.

1.0.0 Localisation

Localisation needs to be added to as many things as possible. In particular, context menus, menu strip items, attributes and toolbar.

Marker TODO List

  • On confirm, create marker
  • Show to X side(s) option
  • Ability to select marker in 2D space
  • Ability to select marker in 3D space
  • Edit markers
  • Draw markers in editor

Asset browser is far too slow

When using a lot more mods such as RHS, HLC etc. the CfgVehicles can get really big and currently the asset browser code is running far too slow for it to be acceptable. Currently it loops all vehicles types and for every vehicle type it loops all vehicle classes, which is not the correct way to do it.

1.0.0 Feature List

  • Terrain detail and view distance settings
  • Dynamic UI creation
    • Context Menus
    • Menu Strip Items
    • Toolbar Buttons
  • Customisable settings for editor
    • Camera FOV
    • Camera Speed
    • Speed in buildings
    • Icon hover scale
    • Icon draw distance
  • Asset Browser
    • Search
    • Expand/Collapse All
  • 3D interface for editing objects (like Zeus/Eden)
    • Rotating objects (direction)
      • Keeping formation when rotating groups
    • Moving objects (left drag)
      • Keeping formation when moving groups
    • Setting object height
    • Multi-selecting objects
    • Deleting objects
    • Destroying objects
    • Editing object attributes
    • Ctrl+Drag to group units
    • Copy and Paste
  • Infantry Commands
    • Waypointing
    • Force move
    • Patrol
    • Garrison
    • Defence
    • Suppress position
    • Clear building(s)
    • Change stance
  • Air Commands
    • Orbit
    • Attack
    • Land
    • Paradrop
    • Fill cargo
    • Disembark
  • Vehicle Commands
    • Disembark
    • Fill cargo
    • Attack
  • Artillery Commands
    • Fire all types of rounds
    • Show round ammo count
    • Adjust default number of rounds to fire
    • Show visual indicator of round flight to target
    • Dispersion setting
    • Queue rounds
  • Assets Browser
    • Units
    • Groups
    • Objects
    • Modules
    • Markers
      • Side specific
      • Creating shapes
      • Creating icons
      • Editing markers
      • Moving markers
      • Deleting markers
    • Favorites
      • Mission specific
      • Global persistent
  • Teleporting groups/units
    • Standard teleport
    • Teleporter flagpole
    • Paradrop
    • HALO/HAHO
  • Group management
    • Change player group ID's
    • Assign players to group
  • Environment Settings
    • Date/Time
    • Weather
    • Fog
    • Time Multiplier
  • Zeus
    • Enter Zeus on-the-fly to retain backwards compatibility
  • Debug (look into new line feature control)
    • Run code for unit
    • Run code for group
    • Run code for side
    • Run code local
    • Run code global
    • Run code HC
    • Run code server

Release Checklist

  • Spawning
    • Works on all session types (multiplayer, singleplayer)
    • Objects get created as expected (no random deaths, glitches)
  • UI
    • Context menus pass correct arguments to options expression
    • Menustrip doesn't crash game when using call on dialog code
    • Toolbar doesn't crash game when using call on dialog code
    • Attributes load and pass correct data to condition/expression statements
    • Attributes work on all possible screen sizes
  • Object Manipulation
    • Moving objects/groups is reliable
    • Rotating objects/groups is reliable
    • Changing Z of objects/groups is reliable
    • Works without hiccups on multiplayer environment
  • Documentation is up to date and understandable
  • Tidy up old functions
  • Remove/disable debug code

Initial camera position should be on editor open, not preInit

If the player's position is changed postInit then you can end up with a starting camera position somewhere the player isn't expecting. Ideally the camera should start at the player position when first opening the editor, and then if the player closes and re-opens the editor, use the last saved camera position.

Object movement/direction/altitude changes must be visualized locally, then applied globally

When doing setPos and setDir globally on every frame it causes a lot of lag when the targeted object is not local. There needs to be a function that allows you to pass in an object class name and for it to then draw the bounding box while you move/rotate the object, and then once the change is finished, apply them to the object and remove the bounding box.

  • Movement
  • Direction
  • Altitude

Rename attributes component to UI

This also needs the AFUNC macro to be renamed to UIFUNC or UFUNC.
Reason for this change is to be able to release the UI framework as a standalone mod, and "attributes" is pretty vague when it comes to UI.

Ongoing Feature List

  • Customisable settings for editor
    • Camera FOV
    • Camera Speed
    • Speed in buildings
    • Icon hover scale
    • Icon draw distance
  • Asset Browser
    • Search
    • Expand/Collapse All

Placed objects don't have an icon

This is perhaps because the object doesn't have an icon in its config, or the icon serializer isn't picking it up. This also affects the marquee selection tool as it only selects objects if their icon is inside the box.

Some infantry command stuff

  • Ungarrison - or just make sure every other command calls some ungarrison code automatically
  • Changing unit stance
  • Right-click group icon for group specific commands like formation, speed etc.

Need event handler system

Need a way of registering custom event handlers in Mars so that other components can do things like:

["EditorOpen", {
    systemChat str _this;
}] call EFUNC(common,addEventHandler);

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