This is the first step toward bundling all assets related to a save game
into a single item. That makes it easier to avoid clobbering "temporary"
assets from other games like the state.json, but also makes it easier
for players to file bug reports, since there's only a single asset to
upload.
This is only the first step because so far it only includes the various
save files: start of turn, end of last turn before results processing,
and "latest" (the game saved explicitly by the player).
It sounds like PySide2 will not be moving to Python 3.11, so we're stuck
on 3.10 without this. Upgrading to a newer Qt also fixes some high DPI
bugs (the file browser dialog for save/load is no longer tiny on 4k).
https://github.com/pyinstaller/pyinstaller/issues/5414 previously
blocked this, but the bug appears to be fixed now.
There doesn't appear to be any reason for us to be poking at
implementation details here aside from changing the name from "unit" to
"building" for that case. Just iterate over the known strike targets.
Making this change uncovered some latent type errors.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2564.
Flag is only controlled from the command-line because redoing Qt layout
usually breaks things. Off by default in 6 since this feature is nowhere
near done enough to even be used experimentally (most changes to the ATO
made after the sim begins will break the game).
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2535.
We can always estimate a startup time now. Remove the nullability from
the result, cleanup the callsites, and eliminate
TotEstimator.mission_start_time since it no longer does anything useful.
- Add the new airassault mission type and special flightplans for it
- Add the mission type to airbase and FOB
- Add Layout for the UH-1H
- Add mission type to capable squadrons
- Allow the auto planner to task air assault missions when preconditions are met
- Improve Airlift mission type and improve the flightplan (Stopover and Helo landing)
- Allow Slingload and spawnable crates for airlift
- Rework airsupport to a general missiondata class
- Added Carrier Information to mission data
- Allow to define CTLD specific capabilities in the unit yaml
- Allow inflight preload and fixed wing support for air assault
Instead of giving an error when a mission type which was added to the squadron is not defined in the Ai autoplanner db for the aircraft the user should be able to task the aircraft accordingly.
A serverconfig.env (or just environment variables) can be set to
override the default bind address/port for the backend. This is passed
to the front end as a query parameter.
The React UI running in a browser can't connect to the backend without
punching a hole for CORS, which isn't done by default. We don't need the
API key to protect from browsers, and anything else running on the
user's machine that can access the backend (that's hosted on only
localhost) already has enough control to do damage without using
Liberation as an attack vector.
https://github.com/dcs-liberation/dcs_liberation
This gets us out of the business of maintaining our own icons. The
milsymbol library generates the SVG data needed to display anything
covered by APP-6.
- The SA-8 LD unit hat the SA-13 unit name as variant. The Layout tried to create a SA-13 SHORAD Site but actually used an SA-8 LD unit instead with zero threat range. This resulted in a yellow marked GroundObject on the map
- Cleaned up the treat and radar range functions a bit
This is briefly moving us over to my fork of pydcs while we wait for
https://github.com/pydcs/dcs/pull/206 to be merged. The adaptation is
invasive enough that I don't want it lingering for long.
- Fix tgogenerator
- Fix UI for ForceGroup and Layouts
- Fix ammo depot handling
- Split bigger files in smaller meaningful files (TGO, layouts, forces)
- Renamed Template to Layout
- Renamed GroundGroup to TheaterGroup and GroundUnit to TheaterUnit
- Reorganize Layouts and UnitGroups to a ArmedForces class and ForceGroup similar to the AirWing and Squadron
- Reworded the UnitClass, GroupRole, GroupTask (adopted to PEP8) and reworked the connection from Role and Task
- added comments
- added missing unit classes
- added temp workaround for missing classes
- add repariable property to TheaterUnit
- Review and Cleanup
Added serialization for loaded templates
Loading the templates from the .miz files takes a lot of computation time and in the future there will be more templates added to the system. Therefore a local pickle serialization for the loaded templates was re-added:
- The pickle will be created the first time the TemplateLoader will be accessed
- Pickle is stored in Liberation SaveDir
- Added UI option to (re-)import templates
- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class.
- this allows us to only take care of dcs group generation during miz generation, where it should have always been.
- We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed.
- Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want.
- Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups.
- Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
We don't have any sensitive data, but we do access the file system. On
the off chance that some phishing website decides to try to use
Liberation as an attack vector, prevent access to the API by
unauthorized applications. An API key is generated at each program start
and passed to the front end via the QWebChannel.
A possible explanation for the infrequent CTDs we've been seeing since
adding fast forward is that QWebChannel doesn't keep a reference to the
python objects that it passes to js, so if the object is GC'd before the
front end is done with it, it crashes.
We don't really like QWebChannel anyway, so this begins replacing that
with FastAPI.