* fix conflict
* squash bugs and reuse patrol layout
* fix tanker tacan and formatting
* fix unlimited fuel option
* update pretense for tanker changes
* reuse refueling flight plan and bugfix for sunken carrier
changelog
* remove unitmap dependency
* formatting and more unit map removal
* more formatting
* typing and black
* keep tanker out of clouds
* fix if there are no clouds
* better cloud handling
* groundwork for recovery task
* remove changes to game/commander
* Finishing up recovery tankers
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Co-authored-by: Raffson <Raffson@users.noreply.github.com>
* Add ability to select loadout on flight creation
* Add pylon info on hover and add default loadout autoselect
* move loadout selector to method
* Cleanup loadout delegate
Unlocking the full potential, i.e. allowing users to switch back & forth between livery-sets, livery-overrides and normal liveries, including support for overriding flight/flight-member specific liveries.
* Implemented a new option in settings: Default start type for Player flights.
* Updated changelog.
* Removed unnecessary country parameter.
* Restore missing parameter
* on_pilot_changed should emit pilots_changed in its finally block, otherwise the start-type isn't updated if you have a single client pilot which you switch to a non-client pilot.
Also implemented other changes suggested by @Raffson, such as a more streamlined start_type QComboBox handling and moving the pilots_changed Signal to FlightRosterEditor.
* Decouple Signal from QFlighStartType
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Co-authored-by: Raffson <Raffson@users.noreply.github.com>
The weapon laser codes can be set more easily from the weapon laser code
combo box. Setting the properties explicitly here will just cause
conflicts and annoying UI bugs. Hide those properties from the UI.
This makes it possible to have the right laser code set for hot start
aircraft that (typically) do not allow changing laser codes when the
engine is on.