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update #35
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update #35
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Rework bike racks to allow the avatar to load multiple vehicles on a bike rack and unload them in any order.
Condense melee weapons into one file
Martial Arts Rebalance for Taekwondo
Looks like for obsolete centipede
…34769) * Transformable items with ACT_IN_FIRE and BOMB flags will transform into their "_act" variants and then become active if thrown in fire * Get rid of hardcoded name and use target item id
…lapping-stamina-indicator Fixed speed indicator overlapping stamina indicator
…eed (#34770) * Running movement mode while swimming means faster swim speed * Swimming speed is now based on movement mode
Fixes check for broken limbs when using muscle engines
add tele_sight to itemgroups
Changed celery volume to better reflect the mass-to-volume ratio in real life
* test NPC loading with trait * loading json defined spells for NPC * talk functions and activity to train spell * tidy up and debug output * remove some test code * fixing up serialization and bugs and time for activity * remove debug code * more debug code removed * json lint * Update src/npc_class.cpp Co-Authored-By: Curtis Merrill <[email protected]> * Update src/npc_class.cpp Co-Authored-By: Curtis Merrill <[email protected]> * Update src/npctalk.cpp Co-Authored-By: Curtis Merrill <[email protected]> * from review: kill auto, neaten up, more const * from review : extract to static function, more constyness, fix time of act * Revert "Merge branch 'master' into npc_magic" This reverts commit fc5c1fe, reversing changes made to 51f5a66. * remove debug code * Revert "Revert "Merge branch 'master' into npc_magic"" This reverts commit ea6b4b6. * merge commit cleanup * playversion * clang-tidy satisfaction * revert erroneous deletion * Revert "revert erroneous deletion" This reverts commit 9e102c6. * revert erroneous deletion
…ns-house_w_5 fix garage door, add vehicle spawn
compose: handle multiple entries in a single `tile_entry.json` file
Allow low strength characters to drag more furniture
…ions (#34855) * change parameter of form_from_map to Character * change iuse::can_use parameter to Character * change scope of player::has_charges * move has_charges to character.cpp
fix for multi-construction activity not resuming
* Fix alignment of unicode strings * Update itemname_test.cpp
…po-2019-10-20 Fix typo in Android build properties
Martial Arts Rebalance for Tiger Kung Fu
* Add tools_science item group to a few racks * Change loot spawns to be on benches * Remove science tools from cleaning rack
…s-forging Add forging requirements to beartrap crafting
Adds Butterfly Swords to more martial arts styles
* change scope of pkill and getters * use getters * change pkill loading to Character * move pkill s/getters to character.cpp * Move morale and related functions to Character
…#34890) * add result for "no seed" farm zone type
Add looks_like to some vehicle parts
* serialize requirements for fetch activity * Update src/savegame_json.cpp Co-Authored-By: Curtis Merrill <[email protected]> * Update src/savegame_json.cpp Co-Authored-By: Curtis Merrill <[email protected]> * Update src/savegame_json.cpp Co-Authored-By: Curtis Merrill <[email protected]> * Update src/savegame_json.cpp Co-Authored-By: Curtis Merrill <[email protected]> * from review : move member to private, remove loop, make const * fix destination_activity to be private member
* millijoule * units::energy * perform_unistall use units::energy
* stash for work comp https://link.springer.com/content/pdf/bbm%3A978-3-540-26360-9%2F1.pdf http://www.matweb.com/search/DataSheet.aspx?MatGUID=0619837e5f584a1f8c5e6f692952898a http://www.polyurethanes.basf.de/pu/solutions/en/function/conversions:/publish/content/group/Arbeitsgebiete_und_Produkte/Thermoplastische_Spezialelastomere/Infomaterial/elastollan_material_uk.pdf
* Make vitamin 'deficiency' field optional To make it possible to use the vitamin infrastructure for toxin buildup. Required infrastructure for re-PR of 34636. * Implement severity above 1 for vitamin excess * Fix existing bug that capped stored vitamins at 0 * Clear vitamins_absorbed buffer after using it * Loosen up starve_test_hunger3 so it passes Previously, starve_test_hunger3 was way too strict to ever pass, and the diet it was supplying was deficient in several vitamins. However, it was going unnoticed because the buffer-not-being-cleared bug meant that by the end of the 20 days, the test player was getting ~2000% vitamins/day.
Fixes #34752 The solution to #32260 included in #34694 had three serious problems: 1. smashing a random floor tile would cause scores of nearby floor tiles to collapse, possibly hundreds across multiple z-levels. 2. any vehicle that was above a collapsing floor would get bashed into scrap metal 3. despite the collapse of all these floors and walls, the floors on the next z-level up would remain. So there was very weird behavior that didn't actually resolve the issue of floating floors after the underlying level collapsed. The solution is to substantially rewrite collapse_at(), as so: 1. collapse_at() is only called from bash_furn_ter() when a wall supporting a roof collapses. 2. when a wall collapses, repeat the collapse check for any walls on the z-level above it. 3. when a tile that is supporting a roof collapses, turn the tile above it into open_air with no furniture but don't destroy it (which might destroy any vehicles - unsupported vehicles should fall and be destroyed that way). Also, perform the collapse_at() checks for adjacent tiles during bash_furn_ter() - collapse_at() already checks those adjacent tiles, so that was doubling their chances of collapse. collapse_check() now checks the terrain below the current terrain. It is still possible for a wall supported on several sides but not supported by anything below to not collapse, but it's less likely.
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