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0.E April 18th #47
Merged
xanderrootslayer
merged 53 commits into
xanderrootslayer:master
from
CleverRaven:master
Apr 18, 2020
Merged
0.E April 18th #47
xanderrootslayer
merged 53 commits into
xanderrootslayer:master
from
CleverRaven:master
Apr 18, 2020
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Enables egg laying for dimorphodon and adds dimorphodon hatchlings to make those new eggs functional. New, more flexible description. Linted.
Added vitamins to the acorn item equal to the closest integer number. Adjusted values of "cooked acorn meal" to be consistent with the other 2.
This check gates whether or not a projectile could go through furniture or terrain. It's gating by speed, obviously, but also by damage type. But, why? This commit fixes a problem where you could not shoot through fences. This problem has also appeared in the past, and in both instances, it was because of this damage type check. So, clearly this damage type check does something, but does it do what it's supposed to? Going back to the commit that introduced it, a037977, it shows that it was introduced because the author or that commit though it was the only way to tell if a projectile was a bullet or not. In the commit after next, the author also adds the projectile speed check. Going to the PR that commit is included in, #17759, it reveals that this was likely introduced to prevent corrosive zombies from using their acid spit over things like dressers and through things like chain link fences. And indeed, removing this allows them to spit through these furnitures, but more importantly, through reinforced vehicle glass. So, let's use an ammo effect instead to determine if it should penetrate obstacles or not.
Adds Dimorphodon monster to GROUP_PARK_ANIMAL, as common as crows there
The bug where projectiles cannot go through obstacles has come up at least 2 times. Let's get a test for this so we can know before it happens.
Acorn's Vitamins
removes `bfeed` from blaze_ammo_types.json into a new blob_ammo_types.json to finish separating blob from base blaze stuff, was missed by initial refactor
groundwork for blob_turret modernisation
These tests include a call to `setlocale( LC_ALL, "" )`, which uses the locale from the current environment (which may or may not be English). Suspect this as a possible cause of #39423, where other test cases are failing due to the use of locale-specific numerical formatting (like "." vs "," for the decimal separator). Explicitly setting locale back to "C" after these tests should avoid the problem, because this "is a rather neutral locale with minimal locale information that allows the result of programs to be predictable." (http://www.cplusplus.com/reference/clocale/setlocale/)
Allow projectiles to pass through chainlink fences and other obstacles
The two recipes for fruit juice took the same amount of time to craft, even though one was 100% juice, and the other 50% juice and 50% water. This change cuts the 50% water recipe crafting time from 5 minutes to 3 minutes to reflect the reduced amount of effort.
basement variety 4
[DinoMod] Dimorphodon egg laying and hatchlings
* [DinoMod] Add Dimorphodon to hatchling group Adds dimorphodon as a possible option if a random dino hatchling is spawned. Linted. * [DinoMod] Pachycephalosaurus hatchling bookkeeping Adding pachycephalosaurus hatchling to dino egg group, part of allowing eggs to hatch I think. Freq matches regular monster frequency.
[DinoMod] Add Dimorphodons to parks
… content specifically expanding the requirements so that installation and removal isn't instantaneous, increasing the folding volume from a mere 250mL (to be reviewed) and making the durability depend on the tier of tread
Non-functional even with the glowie battery in its previous state, plans to re-implement in the future hopefully, perhaps differently.
* Add enchantments to bionics * test json * update cache * move recalculate_enchantment_cache() * update force_add to consider emitter and ench_effects * Revert "test json" This reverts commit 7ce05e0. * Jsonize bionic invisibility effect with an enchantment * Doc * fix Co-authored-by: KorGgenT <curtis.r.merrill@gmail.com>
Remove underscore for electric shears names.
Routine i18n updates on 18 Apr 2020
Update Android precompiled dependencies (2020-04-18)
Blazemod Mini-PR: move `bfeed` to blob-specific file
#39635) * Increased time cost to climb the unstable terrain (like downspouts) Also added a chance to slip while climbing this terrain * Extracted slip_down function
Blazemod Mini-PR: Remove redundant blazemod turrets
Blazemod Mini-PR: minor change to blob construction ID's
Blazemod Mini-PR: Modernises blob treads
* regenerate glowie Rather than just add the new one, I've placed the old glowie here for future context as I missed it during the refactor. * update glowie New version of glowie which is no longer a battery, as this translates poorly into other car parts such as lights with vehicle code in its current iteration. Plans to make different battery item/part for blob later. * modernised and rename `gel_lamp` Gives blob vehicles access to blob versions of each different kind of vehicle light, while also using modern json conventions to reduce the amount of bloat and make additions and reading easier.
* re-add old frostie "sea wheel" for context restores the old and redundant `frostie_wheel_sea` to provide context for the replacement in the following commit * repurpose frostie wall and sea wheel changes the ID and revises the `frostie_wall` vehicle part into a functional windshield and converts the ancient "boat wheel" into a usable boat hull, modernising some elements in the process * remove redundant item no reason at current for the frostie_hull item to appear, particularly when there's been no way to obtain for some time now
Blazemod Mini-PR: Modernises blob_turret_mount and adds blob_turret abstract
Blazemod Mini-PR: Remove glowie dependent generator and battery
Blazemod Mini-PR: Removes turretframe
* Add growable popcorn and horseradish * Adjust horseradish fun value * Fix JSON style * Try to fix comestible tests * Fix calories and vitamins for greens
Add a start function to `activity_actor` and migrate `ACT_HACKING`
* Added lock picking skill * Use lock picking skill in calculation of success when picking the lock of doors and gun safes * Gave several professions lockpicking as a starting skill * Added a booklet about lockpicking * Added lockpicking booklet to several books item groups * Added doxygen documentation for the new skill * Added lockpicking quality to several items * Updated hardcoded lockpicking qualities for gun safe lockpicking * Made lockpicking long activity * Added gun safe to the list of furniture in mapdata * Made lockpicking activity recognize furniture (gun safe in particular) * Removed mentions of now-unused `gunsafe_ml` examine function
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