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July 12th #18
Merged
xanderrootslayer
merged 149 commits into
xanderrootslayer:master
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CleverRaven:master
Jul 13, 2019
Merged
July 12th #18
xanderrootslayer
merged 149 commits into
xanderrootslayer:master
from
CleverRaven:master
Jul 13, 2019
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merge upstream
In process_temperature_rot only the temperature value is used, so we don't need to generate the rest of the weather data for <location, time>
Most items being processed are not corpses, and item::corpse is a nullptr. It's the easiest thing to check so do that before doing a string compare
Use maptiles to avoid as many map::get_submap_at calls as possible
calling item::goes_bad without a cache is pretty expensive, and it is called repeatedly while processing an item. The value will not change during a call to item::process_temperature_rot, so cache the result then on exit invalidate the cache.
weather_generator::get_weather_temperature shared nontrivial code with weather_generator::get_weather. Moved common data calculation, and created function to calculate temperature factor using common data
Co-Authored-By: ZhilkinSerg <[email protected]>
Balancing makeshift grenades
return nullptr from ammo_data if ammo item is null
* Better argument names in rng declaration * Rework attempted mutation player::mutate_towards will (amongst other things) try to mutate the player towards a prerequisite if the initially passed mutation requires that. Previously, it would pick one prerequisite at random, try mutating towards it, and if that failed then it would stop. This changes it to keep trying with other prerequisites until all have been attempted. This makes some mutations more likely to occur (specifically, those with threshold mutations for prerequisites, which are the common source of failure in this context). A side-effect of this is that the "You feel something straining deep inside you, yearning to be free..." message may occur multiple times in a single attempted mutation, and will occur more often in combination with a successful mutation. This might seem a bit strange, but I don't think it's a big problem. This seems more consistent; it's not obvious that such mutations ought to be less probable. However, I was not motivated by gameplay balance; I made this change as a result of investigating a test failure in the mutation tests. This makes those tests more consistent. If we don't want to change the gameplay balance here, then a simpler change will be to just make the tests try more times.
Avoid crash on selecting empty inventory item
chance downed choppers spawn ammo in minigun
* Make the laptop do damage to stuff
* Allow usage of om_terrain_match_type in items with reveal_map use action
* remove many entries from furniture.json * Create furniture-plumbing.json * Create furniture-appliances.json * Create furniture-sleep.json * Create furniture-rural.json * Create furniture-barriers.json * move water heater and purifier to plumbing * move water heater and purifier to plumbing * Update and rename data/json/furniture-sleep.json to data/json/furniture_and_terrain/furniture-sleep.json * Rename data/json/furniture-appliances.json to data/json/furniture_and_terrain/furniture-appliances.json * Rename data/json/furniture-barriers.json to data/json/furniture_and_terrain/furniture-barriers.json * Rename data/json/furniture-plumbing.json to data/json/furniture_and_terrain/furniture-plumbing.json * Rename data/json/furniture-rural.json to data/json/furniture_and_terrain/furniture-rural.json
as used to be before the switch appeared fixes #32313
* Used string equality operator directly
Refactor fields (step 5)
Jsonize memory-related mutation modifiers
use hinges instead of clockworks in the floor trunk recipe
show map notes by default
xanderrootslayer
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