CPU load seems to scale with route length, so add an option to limit
the length of the convoy route. The tradeoff is that the performance
sensitive route won't necessarily be a correct route.
This was set to default on by mistake (turned on for debugging and
forgot to turn off before check in). The option itself may be going away
soon in favor of explicit buttons, but keep the experimental feature off
by default for now.
This is the first step in a larger project to add play/pause buttons to
the Liberation UI so the mission can be generated at any point.
docs/design/turnless.md describes the plan.
This adds an option to fast forward the turn to first contact before
generating the mission. None of that is reflected in the UI (for now),
but the miz will be generated with many flights in the air.
For now "first contact" means as soon as any flight reaches its IP. I'll
follow up to add threat checking so that air-to-air combat also triggers
this, as will entering a SAM's threat zone.
This also includes an option to halt fast-forward whenever a player
flight reaches a certain mission-prep phase. This can be used to avoid
fast forwarding past the player's startup time, taxi time, or takeoff
time. By default this option is disabled so player aircraft may start in
the air (possibly even at their IP if they're the first mission to reach
IP).
Fuel states do not currently account for distance traveled during fast
forward. That will come later.
https://github.com/dcs-liberation/dcs_liberation/issues/1681
This really shouldn't need to happen but I don't feel like rewriting the
culling code right now. There's no reason for these to be persisted to
the Game at all, we should be generating these once they're needed.
This adds metadata to settings fields that can be used to automatically
generate the settings window. For now I have replaced the Difficulty
page. Will follow up to replace the others.