forked from CleverRaven/Cataclysm-DDA
-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
SUS Bathroom Jan 4 #39
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru> Co-Authored-By: BevapDin <tho_ki@gmx.de>
Previously the in-game lunar month was exactly one third of a season (30.333 days, by default). This meant that the lunar cycle matched perfectly with the seasons / years, unlike the real-world lunar cycle which is inconveniently mismatched with other calendar units. Switch it so that, for the default season length, the lunar cycle matches the real-world synodic month of about 29.5 days. Also tidy up the code so that it's clearer how this value is arrived at.
Pull these values out as global statics to make it clearer that the default season length is the real-world season length.
This was failing on Mingw, probably due to -ffast-math optimizations.
This was already theoretically implemented, but it didn't work. Fix it and add a test.
This one is in Catch2 internals and triggered by using generators.
There was a concern that the code didn't handle this case correctly, so added a test to allay that concern.
This text wasn't previously checked. Add ellipsis characters and spaces as appropriate.
Rather than a simple string, read these entries as translation objects. This has the advantage that they are checked for correct text styling.
Tweak timer to get eggs from chicken.
…logue Translations for mission dialogue
Make map::add_spawn() accept a tripoint instead of a point
To deal with the long-standing issue of accidentally using rotting food in crafting (especially when crafting a large batch) and thus wasting time and materials. Allow a recipe filter to exclude rotten components. Use this new feature when selecting items for crafting to prefer non-rotten ones. When non-rotten ones do not suffice, warn the player of this fact before proceeding. In the crafting GUI, mark crafts in brown when they can only be crafted with rotten ingredients. If the result doesn't care about rottenness, as with e.g. lamp oil, then no warnings or marking of the recipes is done. This only catches the case where the ingredients are rotten when you start the craft. There is also the situation where things start non-rotten, but become rotten while you craft. This change does not attempt to handle that, but it could now be handled by a localized change in recipe::get_component_filter.
Tools_general item group tweak
* Leech-pod-monster family * Fix typo * Apply suggestions from code review Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru> Co-Authored-By: BevapDin <tho_ki@gmx.de> * Follow through suggestions * Reword alien frond description * Correct monattack logic * Finalize leech pod monster family Co-authored-by: Anton Burmistrov <Night_Pryanik@mail.ru> Co-authored-by: BevapDin <tho_ki@gmx.de>
* renovate house 04 * add palette, update rows to new symbols * lint * review fixes * update palette name, minor loot adjustments * Apply suggestions from code review Co-Authored-By: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com> Co-authored-by: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com>
Routine i18n updates on 4 Jan 2019
As it turns out, the check to prevent integer overflow when modifying bionic power is undefined behaviour. Whoops! Let's avoid that.
Due to the way range of vision was calculated, when the player had high eye encumbrance, it could become negative and prevent the player from seeing anything, including their own tile. The player should never be unable to tell where they are, even if they cannot see anything else, so prevent range from becoming less than 1.
* Don't excessively clear map * shift player and chasing monster positions instead of shifting map
Prevent undefined behaviour modifying bionic power
Prevent high eye encumbrance from blinding players
Add an option to start the game window maximized
This was changed in 5c96d39. This is inconsistent behavior anyway: byproducts are still put onto the crafting spot, only the real result go below the player.
see comment for an explanation.
* Fix monsters not being spawned on the map * Move some checks back to their place
* Add construction recipe to turn shallow water to dirt. Apparently, no one has done this before, and I really need to tame those swamps. As my first project, please do check everything is ok. * Update data/json/construction.json thanks Co-Authored-By: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com> * filling shallow water now requires less materials * Works with non-salt water now * Hopefully it will work now * Divided salt water and shallow water in two projects Apparently I'm not skilled enough to properly format my pull requests, and the rest of the construction options aren't helping me find out how to do it. The good thing is that now you'll know which kind of shallow water you are going to refill, thus making them harder to mix up. * Update construction.json * Update data/json/construction.json Co-Authored-By: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com> Co-authored-by: I-am-Erk <45136638+I-am-Erk@users.noreply.github.com>
* Cooking with Poison Cauldron, recipe for the tool, tool quality, recipe book, itemgroup addition and recipes for the Cooking with Poison book. * Update tools.json * Update magic_tools.json * Update magic_tools.json * Update recipe_books.json linting * Update tools.json * Update tools.json * fixing travis errors * linting * Changes from playtesting descriptions to reflect that impure meat can be enjoyed while purified meat still seems to taste off. * Update cooking_components.json * Update comestibles.json * reverse skills used cooking primary
Restore crafting results being put on the workbench.
Fixes item dropping
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Summary
Purpose of change
Describe the solution
Describe alternatives you've considered
Testing
Additional context