Headless Client

Headless client build. Can't modify life_hc.pbo unless you sign it with
your own biprivatekey
HC Fixes & Time Sync

Headless Client initialization was fixed and the time sync was rewrote
into timeModule.fsm with improvements and support for headless clients.
3.1.3 Preview (Dev-Build)

This is a preview / devbuild for the upcoming 3.1.3, not all parts of
the system are completed but is in a playable state for Blufor /
Civilian. The Medic faction is not yet fully implemented.

http://www.altisliferpg.com/topic/817-altis-life-rpg-313/
Changes to Spyglass

Changed: Paycheck variable moved to a constant variable, price changes
for donors, etc need to be applied before the final initialization of
the client (initCop,initCiv,iniMedic).
Changed: Paycheck time period variable moved to a constant variable.
Removed: DevCon pbo check
Added: Addon patch check replaces Dev Con check due to recent findings.
Added: More extended SpyGlass configurations.
Fixed: When taking illegal items from a search the weight did not
adjust.
More adjustments to Spyglass

Changed: BIS_fnc_endMission can no longer be passed through life_fnc_MP
Added: Checks to life_fnc_MP to make sure the reporter matches, if not
the real one is reported.
Slight Adjustments

Added: More configuration options to the scripted SpyGlass anti-cheat.
Added: WIP Battleye Server-side Filters List.
Changed: Adjustments to the jumping function.
Fixed: Alignments of the controls for the death screen. (Should now
display with all resolutions).
New Vehicle Shop

Visit the website for full details (DOES NOT CONTAIN FULL CONVERSION).
Car shop mistake

Cars didn't get textured for clients...
Async method SQL Calls.

Fixed: Jail timer displayed any (nil)
Changed: Roughly 90% of the SQL Queries were moved to an asynchronous
method (Delays in queries etc are expected) should increase server
performance so please report.
Changed: Adjustments to SpyGlass.

Other random changes that I lost track of. Still need to investigate why
vehicles are not animating properly.... Not sure if I screwed it up or
BIS is just trolling..
Vehicle Animating fix

Fixed the animation phase of vehicles, this was/is a problem with the
latest ARMA 3 patch and is now adapted to the way ARMA 3 handles vehicle
randomization.
Quick fix
Vehicle shop conversion & fix for weapon sell bug.
Blah and more blah.
Adjustments to Medic system & weapon cleanup.

This is apart of a large series of pushes today.
Slight tweaks

Slight tweaks to medic and vehicles and also including the 3.1.3
arma3life.sql file.
Cleanup and preps

Changed: Converted the rest of the non Async based SQL queries to Async.
Changed: More characters are stripped from the players name before
inserting to the database.
Changed: Upgraded the garage menu.
Removed: Old Session & SQL based files were removed.

Other various changes were applied as well but they have slipped my
mind.
Revert "Cleanup and preps"

This reverts commit 2e60748cd6e06f6a1857744259eeb52266d07785.
Changes & final prep

Changed: Converted the rest of the non-async based SQL queries to Async.
Changed: More characters are stripped from the players name before
inserting into the database.
Changed: Upgraded the garage menu.
Changed: fn_spawnVehicle now waits for a valid vehicle & colorization is
handled by its owner (fixes custom texture issues).
Removed: Old session & SQL based files were removed.

Other various changes were applied as well but they have slipped my
mind.
Fixes for vehicle animating

Vehicles should now animate once again.
Final preps

General preps for the final version of 3.1.3 which includes fixes and
new additions such as more hospitals, EMS vehicle & Item shops and other
things.

Note that the EMS Heli shop spawns the helicopter on the helipad of the
hospital and due to complications that I don't want to be bothered with
the helicopters can only be 'rented' and not bought for storage.