Author SHA1 Message Date
dutchie031 446a98dc3b merged develop
PR Prerequisites / Lua Check (pull_request) Successful in 21s
PR Prerequisites / Bundles Without Errors (pull_request) Successful in 29s
2026-09-20 18:43:32 +02:00
dutchie031 8cacad84a1 merged develop
PR Prerequisites / Lua Check (pull_request) Successful in 21s
PR Prerequisites / Bundles Without Errors (pull_request) Failing after 24s
2026-09-20 18:35:43 +02:00
dutchie031 f3a38db5ca added comment 2026-09-08 16:13:37 +02:00
dutchie031 81d9aa7265 Updated preactivate logic 2026-09-08 16:12:38 +02:00
dutchie031 52f840c270 Initial Deep Strike implementation 2026-09-08 15:47:11 +02:00
dutchie031 d14a0dc78e Added mission type deepstrike 2026-09-08 08:13:17 +02:00
2 changed files with 129 additions and 116 deletions
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# Spearhead # Spearhead
Hello and welcome to Spearhead!
If you're a developer that wants to contribute, look at the code or understand what we're doing, feel free to read on. ## Contributing.
If you're a mission maker that wants to see the documentation and build you mission with this framework. <br> I'm always happy to see contributions! <br/>
It's best to go to our fully fledged documentation website: Especially if you've found an issue, annoyance or feature that you know how to solve, fix or create! <br/>
- Stable/Main: https://spearhead.rocks
- Beta/Develop: https://beta.spearhead.rocks
## Project Structure ### Keep it small.
The Spearhead project is structured in a lot of separate files. <br> Keeping your contributions small and to the point helps both me and yourself. <br/>
While Lua isn't specifically created for it, most of it has been written with the standards of OOP in mind. <br> It'll help the PR review and the speed of improvements. <br/>
Classes, Objects and helper methods. If you have a big feature in mind? Go for it! <br/>
Does it require an entire refactor of parts or all of the program? Maybe make sure to do step 0 first.
You're find in the `/src` folder all the files. <br> ### Steps (for first timers)
They are separated in a somewhat logical order, but some things might feel out of place. <br> 0. Reach out (Optional)
### Bundling, Intellisense, Linting If you want to let me know you want to do something to contribute, please do! <br/>
Maybe I'm already working on the thing you wanted to build, or someone else is. <br/>
Creating an issue is even better! <br/>
In DCS the easiest way to import a script is with 1 single file, however, that's not as "maintainable".
In order to keep it maintainable we're using a self-built tool to bundle, validate and rewrite some of the lua in order to get it into a single file.
The tool is open-source here: https://git.dutchie031.com/dutchie031/DcsMissionScriptingTools. <br>
It has a `VSCode` extensions and two `Github Action` steps. <br>
If your favorite IDE isn't `VSCode` (I respect that), it might be very easy to create an extension for it, if it does allow that.
The `VSCode` extensions comes with Intellisense as well, in the form of a full file of DCS lua type annotations. <br> 1. Fork the repository
This gives the Lua Language Server by Sumneko (which can be used in `VSCode`) all the type definitions it needs.
When writing Spearhead code it is also important to keep our own LuaLS Annotations up to date and complete. <br>
Read all about those annotations here: https://luals.github.io/wiki/annotations/
When a pull-request to the `develop` or `main` branches is created, before it can be merged it requires to pass the linter checks. By forking you can create your own working set of code. <br/>
The first linting check is done by the Lua Language Server. It checks for whitespace and formatting, but it also checks if all types, type-checking and casts are in order. It marks unused variables etc. `.luarc.json` has all the config for those checks. <br> Whether you keep that fork public or private is up to you! <br/>
The second linter job is with `luacheck` which first "bundles" the script, and then runs a full linter check over the bundled script. <br>
This is to make sure that also the bundled script does not contain any errors.
## Contributing Keep in mind, forking is alright, but it's best with the intent to contribute back. <br/>
After all, instead of having 5 slightly different versions and products, it might be nicer to have 1 much better version. <br/>
### Setting up the project 2. Create a Draft PR as soon as possible!
If you've kept on reading I assume you either want to brwose As soon as you've found some times to create an initial version, please create a draft PR. <br/>
That way you can let me and everyone know it's being worked on and people can see what conflicts might arise with their own changes. <br/>
3. Test, test, test
With DCS and Lua there's a bunch of edge cases that are really hard to get to. <br/>
However, you kinda need to make sure most if not all cases are caught and tested. <br/>
Since automated testing for now doesn't seem feasible, please make sure to verify and test functionality after touching stuff. <br/>
4. Finalise and publish the PR.
Finalise the PR and let the maintainers know! <br/>
We can all have a look and discuss the changes. <br/>
# TODO:
- Would it be possible to generate optional markers on mission briefing locations for Tomcat / Phantom navigation? Then Jester can type it in for the pilots automatically.
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## [Unreleased] ## [Unreleased]
### Breaking Changes ### Breaking Changes
### New Features ### New Features
- Addresses #41 - Issue: #41
Adds Stage Complete debug methods for local testing of the Stage flow. Adds Stage Complete debug methods for local testing of the Stage flow.
PR #40 #40
- Closes #35
Creating Lane option for stages. - Issue: #35
Additionally to the primary stage lane, stages can now be created in different lanes. Creating Lane option for stages.
These lanes can be used to create different stage progression flows and create different "side-stories". Additionally to the primary stage lane, stages can now be created in different lanes.
PR #40 These lanes can be used to create different stage progression flows and create different "side-stories".
- Closes #37 #40
Now enabled the mission editor to add a custom briefing to the "Buildable" missions.
PR #44 - Issue: #37
- Closes #42 Now enabled the mission editor to add a custom briefing to the "Buildable" missions.
DEEPSTRIKE now added as a possible feature. #44
This enables to have missions active in "Pre-Activated" Stages.
PR #48 - Issue: #42
DEEPSTRIKE now added as a possible feature.
### Bug Fixes This enables to have missions active in "Pre-Activated" Stages.
#48
## [0.13.0] 2026-08
### Bug Fixes
A good first release that finally has all major bugs fixed that were caused by the migration from both the underlying script transpiler and the migration to Gitea.
## [0.13.0] 2026-08
### Breaking Changes
A good first release that finally has all major bugs fixed that were caused by the migration from both the underlying script transpiler and the migration to Gitea.
### New Features
### Breaking Changes
- Issue #26
Possibility to have Stage Overview briefings (which include current missions sorted by distance) to be shown on spawning of a player. ### New Features
PR #31
- Issue #26
### Bug Fixes Possibility to have Stage Overview briefings (which include current missions sorted by distance) to be shown on spawning of a player.
PR #31
- Issue #11
Supply crate spawning now checks for free space and will not spawn if the area is too crowded. ### Bug Fixes
Additionally different units will spawn in different areas depending on loading side.
PR #17 - Issue #11
- Fixed command wiring for supply hubs for better and more accurate detection of units spawning and entering/exiting zone. Supply crate spawning now checks for free space and will not spawn if the area is too crowded.
PR #15 Additionally different units will spawn in different areas depending on loading side.
- Fixed custom drawings not being drawn correctly. PR #17
PR #18 - Fixed command wiring for supply hubs for better and more accurate detection of units spawning and entering/exiting zone.
- Fixed CAP Callbacks not working since the change to a transpiled script. Now a global callback circumvents this issue. PR #15
PR #18 - Fixed custom drawings not being drawn correctly.
- Fixed #9 PR #18
Changed order of checking mission briefings - Fixed CAP Callbacks not working since the change to a transpiled script. Now a global callback circumvents this issue.
PR #19 PR #18
- Fixed Configuration defaulting to true for all booleans in StageConfig - Fixed #9
PR #28 Changed order of checking mission briefings
- Fixed Pre-Activated stages not always drawing or pre-activating correctly. PR #19
PR #28 - Fixed Configuration defaulting to true for all booleans in StageConfig
- Addressed #24 PR #28
CAP max commit range is now configurable in the config.lua file. - Fixed Pre-Activated stages not always drawing or pre-activating correctly.
Issue remains open in order to apply further fine grained tuning. PR #28
PR #29 - Addressed #24
CAP max commit range is now configurable in the config.lua file.
## [0.12.0] 2026-06 Issue remains open in order to apply further fine grained tuning.
PR #29
Migration to Gitea. <br>
First version of the Gitea repository. <br> ## [0.12.0] 2026-06
Everything is new, but also old.
Migration to Gitea. <br>
### Breaking Changes First version of the Gitea repository. <br>
Everything is new, but also old.
Nothing worth mentioning
### Breaking Changes
### New Features
Nothing worth mentioning
All and none
### New Features
### Bug Fixes
All and none
No bugs fixed, they're all still there.
### Bug Fixes
## [x.x.x] Year - Month Release Template
No bugs fixed, they're all still there.
### Breaking Changes
## [x.x.x] Year - Month Release Template
### New Features ### Breaking Changes
### Bug Fixes
### New Features
### Bug Fixes