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dggd #11
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dggd #11
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Make diggers on undiggable terrain visible
[CRIT] Fix helmet disappearing on deactivation
…ardreader (#48365) * Turrets will be removed only if player actually uses his id card * Swiping id card will despawn turrets no matter if doors are opened
) * added sees check and debugmsg (cherry picked from commit 752f0c4) * Update src/monster.cpp Co-authored-by: anothersimulacrum <anothersimulacrum@gmail.com> (cherry picked from commit da7c760) * excempt stairs&ramps from vision check (cherry picked from commit 152980e) * monster::melee_attack returns false for zlvl violations (cherry picked from commit cc7b3b7) * Require daytime for sees in monster_attack test. Make sure there should be enough light for things to be visible; weather might also need checking. (cherry picked from commit 6d253c9) * Set time to daytime. It wasn't previously (see results of REQUIRE). (cherry picked from commit 321404f) * Move forward by 2 hours. It gets set to daytime, but isn't? (cherry picked from commit 592d0c1) * See if can get info on hour of day. (cherry picked from commit ea65b7e) * Try again on checking hour of day. (cherry picked from commit 874bccf) * Blasted parenthesis. In case you're wondering why I don't seem to be compiling locally before sending things - even with everything else already present as an object file, the version+ar+compiling the test+putting together the test executable still takes something like 5-10 minutes... (cherry picked from commit 23e1394) * Template problem I'm still learning my way around C++ where it differs from C. (cherry picked from commit 1282f44) * Set weather, update sight limits If this doesn't work, I'll try the steps in vision_test.cpp. (cherry picked from commit 2062bbc) * Wipe visibility, map caches in monster_attack This is in case something is left over in one of these caches that's causing problems. (cherry picked from commit ce394e2) * Set WEATHER_NULL for weather_override in tests This sets weather_override to WEATHER_NULL in two places, namely after (if no exceptions occur!) the monster_attack test and before the weather realism test. The former should be replaced by scoped_weather_override (#48227) after that's been merged. (cherry picked from commit dcacb3d) * Use scoped_weather_override in monster_attack test Simply doing get_weather().weather_override = WEATHER_NULL at the end is not sufficient, since it will not be run in the event of an exception, such as from Catch2. (cherry picked from commit 49d5f24) * Wrong syntax for scoped_weather_override. As mentioned before, I'm still learning regarding C++ differences from C. (cherry picked from commit c90ae42) * Start on unifying sees requirement with testing This is a unification of most of #47993 with most of #48202, in an attempt to remove problems (seen in #42845, which this hopefully will fix) with players unable to see monsters on different z-levels (and, as it turns out, the other way around) but they are still able to attack the player. This is additionally complicated by that, when fov_3d is enabled, the player can see the monsters and vice-versa, and they should be able to attack each other (when at an appropriate distance). * Use is_adjacent with fov_3d for melee attacks This changes the melee_attack code in melee.cpp for Character::melee_attack to consider non-adjacent anything across z-levels when fov_3d is false. (It is possible that an actual sees check will be needed, but let's see how this does - no pun intended.) reach_attack may be a problem still. Co-authored-by: Jamuro-g <toenli.e@gmail.com> Co-authored-by: Jamuro-g <76928284+Jamuro-g@users.noreply.github.com> Co-authored-by: actual-nh <actual-nh@users.noreply.github.com>
* Update hooded hard hat recipe The recipe for the hooded hard hat takes two hours and requires plastic working proficiency, which makes no sense since it's just putting some cloth inside the hat. Presumably, someone misread the components list and assumed that you were actually making a plastic hard hat from scratch instead of using a pre-made one. I removed the proficiency requirement and shortened the craft time to 30 seconds to more accurately reflect the actual process of putting some rags inside a helmet. * Bump duration to 5 minutes. Co-authored-by: Kevin Granade <kevin.granade@gmail.com>
* Move last_updated field up to Creature class Everyone would benefit from it one way or another * Do not do character body updates more than once per turn
* Window Scent Block Review
* Fix wheat cereals Reduce charges, weight and volume in line with other cereals, reduce vitamins that don't appear in those grains, remove nutrient override * Fix wheat cereals recipe Reduce time: it's rougher than flour, less time needed charges: keep ingredients' mass and Calories add food processor version
* When harvesting, drop the result on player's square not the plant
[Blaze] Move recipes for Blaze vehicle crafting rigs from Aftershock to Blaze.
Remove prebuilt libintl-lite.so binary from deps_debug.zip for Android
Generate crash report on Android
make toilet paper spawn in a plastic bag, not a 50L box
Partially fix cone-shaped AoE for spells
Co-authored-by: anothersimulacrum <anothersimulacrum@gmail.com>
Add Longest Sides: Workshop.json
Remove raw flag from jerky
Privacy fence deconstruct - item balance
Add missing "spoil_multiplier": 0.5 to sealed milk carton
Spell cost is displayed in kJ when it uses bionic power
Pick Magiclysm NPC mission dialogue fix from BN
* Check for dialogues leading to TALK_MISSION_OFFER Inspired by Cataclysm-BN#494, this checks for dialogues that lead directly to TALK_MISSION_OFFER when they should instead go via TALK_MISSION_LIST. * Fix NPCs with respond direct to TALK_MISSION_OFFER The just-added check found these three examples of NPCs whose initial dialogue option has an unconditional response leading to TALK_MISSION_OFFER. This can cause problems once the mission is complete. Fix the three.
There was a mistake in the is_immune_effect function, json_flag_DEAF was skipped fixes #48835
Add non-magic tanto to Krav Maga
Bugfix: Deaf mutation protect from getting dazed by the screams
Make Bus Stations driveable
Prevent meth duplication
Reduce manhack melee skill
…hey do not have Fletchings (#48910)
Update textbook_biodiesel to teach chemistry
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