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Release/v0.7.6.1 #321
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Release/v0.7.6.1 #321
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Add HD to AutoAllocate
SAW Open Force Dialog
saw-fix-force-wide
When the user has selected inches
Move over the logic that the Mech Stealth Armor class uses and put it in the Vee Stealth Armor class.
So that it matches SSW and is smarter about knowing that it exists already.
When the mini conversion is selected.
Improve SAW Stealth Armor handling.
Added check for Quad on the "arms" so that explosive items are correctly calculated when they are in the front legs.
Update GetExplosiveWeaponPenalty for Quads
Do the same check for quad in the GetExplosiveAmmoPenalty method.
Update GetExplosiveWeaponPenalty for Quads
And output the current version of the program being used.
Instead of adding another one :/
Needed to add a boolean rather then setting the modifier to 0.
…de, remove some redundant menu code
…h turret for cost & weight purposes
…s on non-omnivehicles on wide CV GUI Specifically, omnivehicle code didn't properly unset turret max tonnage when disabled, and the wide CV GUI specifically resets them to 0 even for non-omnivehicles. Also remove max tonnage stuff from sponson turrets since they're unrelated to omnivehicles. Note: non-wide CV omnivehicle code remains incomplete.
Comment out non-functioning crit loc snapshot code
This occurred during the `cmbTurret.setSelectedItem("Single Turret")` call after the `Load = false`, resulting in a call to `RecalcArmorLocations`. The fix is to remove these lines since they were redundant with the later call to `BuildTurretSelector` which properly sets `cmbTurret`.
Omnivehicle turrets: - Turret tonnage from items now checked against max turret tonnage - Avoid unsetting turret tonnage for locked chassis (omni variants) - Ensure turret tonnage is kept in sync b/w UI and model - Copy rest of related code from wide UI to non-wide UI, including rear turret tonnage support Also: - Fix wide UI not resetting omni variant combobox when loading new vehicle - Fix changing from dual turrets to single turret not removing rear turret location
Also fix base loadout not referring to itself and rename SetTurretx to SetTurretxItems for clarity
Also add rear turret armor and tonnage limit to HTML export
…onnages Also fix lock chassis button getting out of sync with omni checkbox
… bar To help make it fit in the info bar, turret tonnages are hidden if corresponding turret doesn't exist, and reduce width of some boxes there
Also improve validation error behavior a bit
Mech/vehicle/omnivehicle turret fixes & improvements
…en when canceling load/open
Also fix some whitespace
…costs Including the +/- prefix in the saves could result in negative quirks having -- (double -) prefix. If that was saved, then the cost could no longer be parsed as an int, making the unit unloadable. Also add backcompat code to handle already corrupted saves.
…specified flag is propagated This fixes more edge cases where "all era" CVs can still inadvertently have 2x armor cost
Also try to update forms for misc outdated stuff that's in java source. Note: the forms still can't be fully synced yet due to java source using custom construction methods, method references for listeners, etc.
Also attempt to add/update them in the forms
Also standardize related scroll pane vars and update forms
More misc fixes
A few options to have certain output closer to MML's output
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I think v0.7.6.1 is finally ready, I'm going to have more notes in the actual release page