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Merge pull request CleverRaven#40098 from BevapDin/uoy #161

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merged 122 commits into from
May 3, 2020

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olanti-p added 30 commits April 18, 2020 17:58
…ngs loading, trajectory buffer and cursor position initialization
change player's last target only when necessary
In non-spell version of target_ui, cursor was drawn using a custom implementation of draw_cursor. On CURSES it looked great, yes, but didn't work at all for TILES build.
This should fix parts of the UI jumping up and down when moving aim point or overwriting aim bars (when aiming using wielded guns) for 'compact' layout
It had to wait until event loop has been refactored
made 'fire' not work if there are no turrets in range
Fixes bug when view snaps back to the player if they have temporarily toggled snap-to-target on, moved aim point away, started aiming and ran out of moves
pc.recoil is tied to pc.last_target, so repeatedly firing from monster list by setting pc.last_target will bypass the penalty for swinging the gun around, allowing 180 no-scope
KorGgenT and others added 29 commits May 2, 2020 13:26
…er-2020-05-02

Declutter overmap terrain definitions (2020-05-02)
…er-2020-05-03

Declutter overmap terrain definitions (2020-05-03)
Fix caramel ointment crafting
* Migrate ACT_OPEN_GATE to the new activity actor system

Per issue #40013 the goal is to migrate all activities from
activity_handlers.cpp to the new activity actor system

references #40013

* Removed uneccessary includes from activity_actor.cpp and activity_handlers.cpp

* Update src/activity_actor.cpp

Remove unnecessary setting of `act.placement`

Co-authored-by: Isaac Freund <[email protected]>

* Update parameters to open_gate_activity_actor constructor

* Remove unnecessary function declaration from activity_handlers.h

Co-authored-by: Isaac Freund <[email protected]>
Blazemod Mini-PR: Transfer tank treads and their dependents from blazemod to tankmod
Allow one achievement to be hidden by another.  It will not appear in
the list until that other has been completed.

Add several new survival achievements, each of which hides the next, for
progressively longer periods.
Another example of hiding.
Corrected wrong use of "it's"
The code calls `visitable::visit_items` and adds all items to be removed as reported by the lambda to the vector and later calls `visitable::remove_item` for all those listed items. But `visit_items` will visit `this` as well. So the vector ends up containing `this`, which is subsequently given to `remove_item`, which complains (correctly) that `this` is not contains in `this`.
…er-2020-05-04

Declutter overmap terrain definitions (2020-05-04)
Support for achievements hidden by other achievements
Minor uilist code clean-up
Refactor aiming UI and its target selection / aim preservation
@fengjixuchui fengjixuchui merged commit f59c6ae into fengjixuchui:master May 3, 2020
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