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May 18 2023 #139
May 18 2023 #139
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This reverts commit 473038e.
Decreased Warmth of Airsoft Gloves and added Nat. Attack & Talons Flag
* convert add_spawn to place_spawns in mx_roadblock * set individual flag, otherwise we get 1-5 Zs at each spot * Initial commit * Update data/json/regional_map_settings.json Co-authored-by: Jeremy Rose <[email protected]> * unhardcode * update the description * tweak values in mods * Apply suggestions from code review Co-authored-by: Anton Simakov <[email protected]> * Update map_extras.cpp * Update map_extras.cpp * Update map_extras.cpp * Update map_extras.cpp * Update src/map_extras.cpp Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> --------- Co-authored-by: GuardianDll <[email protected]> Co-authored-by: Anton Simakov <[email protected]> Co-authored-by: Maleclypse <[email protected]> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
math_parser/eoc: migrate arith. weather to math
* Sane inventor's researches * add boost for passive sparks * Update initialization values * Update researches recipes
* Code + Tests * Apply suggestions from code review Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * clang --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* Update materials.json * Update integrated.json * fix typos * add another scales tier * add SPARSE_SCALES * SPARSE_SCALES * Sparse Scales * fix roughskin * correct fishscales material * lower sparse scales weight * make mutant scales soft * lizard scales adjusts * softness tweaks * thick scales references its scutes * restore no_salvage to reptilescales * Update data/json/items/armor/integrated.json Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * final tweaks * scute is a real word * fix --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* Fix arming mitten coverage * Apply suggestions from code review Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* multi cont * open third cont * astyle
-Appliances hidden -NOINSTALL parts hidden
Allow natural bee hives to spawn
* Weekly Changelog 2023-05-01 to 2023-05-08 * Apply suggestions from code review Co-authored-by: David Seguin <[email protected]> --------- Co-authored-by: David Seguin <[email protected]> Co-authored-by: Maleclypse <[email protected]>
* Rebalance magiclysm's mage armor spell to also scale with intelligence See #64405 * Update item_enchants.json * Update ethereal_items.json * Update item_enchants.json * Update item_enchants.json --------- Co-authored-by: Zack Shoylev <[email protected]>
* Initial Implementation * Styling * handle mono legs * CLANG appeasement * clang appease * de-auto
Added wooden frame packs in regular and large varieties.
* MF_IMMOBILE disallows infinite throw training * Update src/ranged.cpp Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
add `FLAMMABLE_ASH` to a buch of door frames, that makes them flammable right? I didn't test but it makes sense all the door frames affected give planks and the like so this is OK Co-authored-by: casswedson <[email protected]>
* Amoebic mold has 0 melee * 0->remove entirely
* Update professions.json * Update dining_kitchen.json * Update professions.json * Apply suggestions from code review Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: casswedson <[email protected]> * Update dining_kitchen.json * Update professions.json --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: casswedson <[email protected]>
* separate unused casings into own group removes primed casings from the pool of items that can spawn with field corpses and forest trash. adds primed casings to own item group that can spawn at gunsmith stores and prepper garages. * add gunsmith bulk casings item group allows unused casings to spawn in locations where it makes sense, like a gunsmith's shop or a prepper garage. these two locations previously had a ammo_casings_bulk spawn; it makes sense that both locations would have unused casings, as gunsmith's tools also spawn there. * Update data/json/itemgroups/Weapons_Mods_Ammo/ammo.json * Update data/json/itemgroups/Weapons_Mods_Ammo/ammo.json --------- Co-authored-by: Maleclypse <[email protected]>
Co-authored-by: dseguin <[email protected]>
…ng error (#65223) * Add clang-tidy check to ensure fs::u8path is used to construct path from utf-8 string * Fix fs::u8path and nullptr warnings * Print error instead of showing a popup in test mode in write_to_file * Remove cata::fstream wrappers
* Add electric tools to mounted tool stations * Update modular_tools.json * comma * sorted list, added polisher, impact wrench, saw * allow repairkit and welder_crude to repair * Update data/json/vehicleparts/modular_tools.json Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * add ketene lamp and manual oil press --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Dillon Matchett <[email protected]>
Added wooden frame packs.
Changes description of ceramic armor plate
… skill (#65433) * floor craft difficulty at 1 to avoid zero'ing out calcs * Update tests to recognize difficulty 0 is not difficult
* drag heavier vehicles, take 2 * Update grab.cpp * Update grab.cpp * Update grab.cpp * stamina cost
* rework read time formula * rework the formula again * fix * again * hopefully fix int related issues * fix the test * more test fixes
- fix skill typo - fix talk ID typo
vehicle_part cleanup
* Nerf Beehives * nerf smashing * Update data/json/harvest.json Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Update harvest.json Put honey back in harvest * Update harvest.json Fix honey * Linting --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* variantizing * item adjustments * silly goose * almost broke
* the * added looks_like * fixed typo * guess who forgot like a whole part of the zombies code * fixed spelling of gray * Update data/json/monsters/zed_misc.json Co-authored-by: Venera3 <[email protected]> * Update data/json/monsters/zed_misc.json Co-authored-by: Venera3 <[email protected]> * Revert "Update data/json/monsters/zed_misc.json" This reverts commit f2fc8da. * applied changes suggested by venera * condition * whos this jason guy and why does he need lint * remove unecessary 0 and replace scratch * take the whole line away --------- Co-authored-by: Venera3 <[email protected]>
* initial commit * Update data/mods/BombasticPerks/perks.json Co-authored-by: TheShadowFerret <[email protected]> --------- Co-authored-by: TheShadowFerret <[email protected]>
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