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[Balance] malnutrition does stuff #45564

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@dissociativity dissociativity commented Nov 22, 2020

Summary

SUMMARY: Balance "Malnutrition is not good for you"

Purpose of change

PK rebalancing has had working penalties for malnutrition for a while, to my eyes they seem fairly accurate to real life, the scientific articles and 5000 word essays on what values should specifically be had at a given level can be had later, for now we have a missing feature existing and working from readily available json changes.

Describe the solution

Malnutrition didn't do things other than iron deficiency due to the blood system PR, now it has negative effects on the player for more than iron deficiency.

Describe alternatives you've considered

Allow players to eat only iron rich diets, and ignore all other vitamins in shame forever.

Testing

play game, eat terrible diet or too many multivitamins, suffer

Additional context

using data from #33776

Data:
includes VitaA deficiency, VitaB deficiency, VitaC deficiency, & Hypervitaminosis.

Vitamin A deficiency's base level lowers per by 1, if it progresses it can lower per by more, the PR includes night blindness but I am unable to verify if the code is worth adding as I'm pretty much a novice at very basic C++
Vitamin B12's deficiency at base level causes dex and int to lose a point , fatigue, and a health stat debuff, progression makes all of this worse, the PR this is based on adds dementia resulting in skill rust, though once again, I'm unable to verify how good the code is, that can be up to others:
"max_intensity": 3, "base_mods": { "int_mod": [ -1 ], "dex_mod": [ -1 ], "fatigue_min": [ 5 ], "fatigue_max": [ 10 ], "fatigue_chance": [ 900 ], "h_mod_min": [ -1 ], "h_mod_min_val": [ 0 ], "h_mod_chance": [ 900 ] }, "scaling_mods": { "int_mod": [ -2 ], "dex_mod": [ -2 ], "speed_mod": [ -5 ], "fatigue_chance": [ -200 ], "h_mod_min": [ -1 ], "h_mod_chance": [ -200 ] },
Vitamin C deficiency results in pain, fatigue, and overall negative health, this gets worse with progression
"max_intensity": 3, "base_mods": { "pain_max_val": [ 35 ], "pain_chance": [ 900 ], "pain_min": [ 1 ], "pain_max": [ 5 ], "fatigue_chance": [ 900 ], "fatigue_min": [ 10 ], "h_mod_min": [ -1 ], "h_mod_min_val": [ 0 ], "h_mod_chance": [ 900 ] }, "scaling_mods": { "pain_chance": [ -300 ], "fatigue_chance": [ -200 ], "h_mod_min": [ -1 ], "h_mod_min_val": [ -100 ], "h_mod_chance": [ -300 ] },
Hypervitaminitosis does nothing for now as it's implementation is very vague and abstract, I'm considering changing it to have a minor health stat debuff as generally it's probably not ideal to have too many vitamins, but it would be very mild given how vague it is as a concept.

port from PK rebalancing, malnutrition does things now, neato
@dissociativity dissociativity changed the title malnutrition does stuff [Balance] malnutrition does stuff Nov 22, 2020
data/json/effects.json Outdated Show resolved Hide resolved
@dchieh222
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dchieh222 commented Nov 22, 2020

Looks promising, but for purposes of realism check, can each of the vitamin effects be listed in the PR, preferably under Additional Context? This will allow its effects to be compared against what we know of vitamin deficiency and excess.

Appears at the moment to be VitaA deficiency, VitaB deficiency, VitaC deficiency, & Hypervitaminosis.

Also to be considered: audit of present foods for accurate vitamin values.

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dissociativity commented Nov 22, 2020

alright, updated that.
I haven't found on a vegetarian diet in-game so long as it's supplemented with mushrooms and/or nuts that there are nutritional issues, those that depend almost exclusively on meat may get scurvy.

As far as I'm aware there's vitamin values that are decent in terms of realism in gameplay more or less for everything, and food ingredients cause a recipe to inherit the vitamins.

@anothersimulacrum anothersimulacrum added [JSON] Changes (can be) made in JSON Game: Balance Balancing of (existing) in-game features. Items: Food / Vitamins Comestibles and drinks labels Nov 22, 2020
@Venera3
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Venera3 commented Nov 22, 2020

Correct me if I'm wrong, but all this was already in the game in 0.C and got removed for being all kinds of unreasonable.
Having a common "hypervitaminosis" for different vitamins is not how it works. Fat soluble vitamins (DEKA) get stored in fat, so you wouldn't see any acute effect till all your fat is saturated (depending on the vitamin, in the multigram range). Water soluble ones can generally do more damage and they are the ones getting peed out, but that doesn't mean they make you pee more.
The Vitamin A deficiency is an important cause of preventable blindness in the developing world, but the player character can be assumed to have enough stored amount to shore them up for a few months and only cause night blindness long after that. You also don't get stupider from it.
Scurvy is fine and it could also do some proper damage at higher intensities.
Hurt_chance causes direct damage, in the case of nondeclared bodyparts to the torso which is pretty overkill for a b1 deficiency. That one also has the problem of the charcter starting with enough to last a few months.
Generally aside from vitC you'd need to redo the stored amount/decay rate of the vitamins pretty significantly to have anything approaching realistic. Otherwise I'd just include scurvy for now.

@Fris0uman
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Here's another PR that was going to fix the thing but the author didn't have time to finish. It has pretty well laid out plans you can use as guide #33776

@dissociativity
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okay I can't do that, I can just do this, I am not a c++ wizard

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dissociativity commented Nov 22, 2020

the effects for this are fairly mild at lower deficiencies and scale with more, it was 'unreasonable' in 0.c because one couldn't actually get vitamins without multivitamins due to food not having nutrition specified, which it does now, please do not misinterpret the past like this, I was there playing too.

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dissociativity commented Nov 22, 2020

I can nerf hypervitaminatosis to only affect thirst, but I think the rest are fairly reasonable values that won't break a game/run or character individualy, and it's been in PK rebalancing fine without complaints for years at this point.

Did you mean I should use the stat modifiers from that PR as a guide?

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Venera3 commented Nov 22, 2020

The maluses being mild does not change the fact that a healthy adult couldn't develop any acute vitamin deficiencies (other than as said, scurvy) in the first year of playtime. If you want it to be reasonable you can nerf the depletion/raise the starting vitamin storage to reflect that. The only people who would be affected would be junkies, alcoholics and the like, but I don't think vitamin levels can be defined on a per-scenario level.

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dissociativity commented Nov 23, 2020

The maluses being mild does not change the fact that a healthy adult couldn't develop any acute vitamin deficiencies (other than as said, scurvy) in the first year of playtime. If you want it to be reasonable you can nerf the depletion/raise the starting vitamin storage to reflect that. The only people who would be affected would be junkies, alcoholics and the like, but I don't think vitamin levels can be defined on a per-scenario level.

mind you, I believe if the jsons between traits for stat buffs and debuffs and such can, one can make alcohol, meth, ect have a vitamin malus that drains the body of nutrients at a higher rate (while under the influence of said drugs) as far as I'm aware, I'm unsure if this is a new or old json feature however, but I can work on this particular part.

Do you think moving minor deficiencies for the other types towards doing nothing and the 'scaling' later-malnutrition end of malnutrition can be moved to more or less what the 'minor' malnutrition is for now?

I don't want to have the feature not work period, even though it's technically implemented as a status that tells the player that they're suffering from malnutrition.
I could however rework the descriptions to tell the player that it's more of a mild deficiency with no effects, more of an encouragement for the player to eat more of X or Y, rather than an actual damaging malus, so the game is no longer lying to the player, which is what would be happening if I left it as is.

Any drug or alcohol vitamin malus, which I'll describe vaguely here:
Essentially there's a value that can alter (per minute afaik) how much of x or y vitamin the body consumes, it's used for traits that allow eating mutant meat, as the blob inside is a 'vitamin', but can apply to any, those traits as far as I'm aware don't make it physically imposible to get blob psychosis per say, but substantially harder.

So let's say the player is drunk, I'm not currently sure of what vitamins that deprives a person of, so I'd need to do research, but a seperate PR would make this actually apply, but this would make the player consume more of X and/or Y vitamin per minute vs stock rate, which might justify making drugs a tad more realistic (meth doesn't just last for an hour or so and make you have to sleep for several days irl, it allows you to stay up for several days, and you're tired both from the stimulant abuse AND the staying up for incredibly long you've already done, makes sleeping very difficult.

As a side,note, where would I go other than a hacky permanent status effecty for a 'healthy' player to slow vitamin drain for everything but C, or more realistically to increase the starting vitamin stockpiles for b12, iron, A, calcium, as as you said the body has a large store of these that, as I've heard irl with a vegetarian diet, B12 and Iron take very long to deplete even if you get inadequet intake.

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Venera3 commented Nov 23, 2020

Sorry, I should have been clearer: the only people being affected in the first year should be pre-Cataclysm junkies, alcoholics and critically ill. It takes literal years of drinking heavily and malnutrition for an alcoholic to get to the level that could cause problems within months/weeks. Hardcore drug users get there faster, but still not overnight.
To affect vitamin stores you can edit the amount and the decay rate in vitamin.json, as well as the disease threshholds. Currently everything is set to run out in ~90 days completely, which you could take for scurvy.
Ediited to add: I'm honestly of the -probably unpopular-opinion that vitamins should really become a thing when the usual run length gets into the multi-year range. The system itself is nice to have for toxins/diseases and the like but "regular" vitamins (other than C )shouldn't realistically come into play outside of certain backgrounds or mutations.

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Venera3 has already expressed my main concerns. Unless someone is starting the game malnourished, these need extremely long timers. Even with a population thriving on chicken tendies and fries, we don't see these deficiencies often irl.

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dchieh222 commented Nov 23, 2020

If we work in presumed hypermetabolism from blob infection, does this increase vitamin drain?

Comment withdrawn due to error in assumption/understanding, reply kept for archival purposes.

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But we don't assume hypermetabolism from blob infection.

@dissociativity
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I'm very busy lately but will slowly make the proposed changes under all of your guidance

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dissociativity commented Nov 24, 2020

So:
I can simply make this PR only add scurvy, but modeled more realistic as of the linked PR that did a pretty good job,
or I can make all effects modeled as close to in-json as the more realistic linked PR
AND
either:
make the deficiencies trigger at much lower vitamin amounts (other than perhaps scurvy), so players will generally not see these effects without long-term, year-long+ bad dieting
or:
Alternatively increase starting vitamin stores for all vitamins but c? substantially could be an option

A drug PR to cause drugs to temporarily increase vitamin drain while the drug effects are active may also be included seperately or together, also look into diseases and other status conditions' malus on vitamins

Opinions?

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I think increasing starting vitamin stores to high level would be the way to go, that's literally what it is irl. Finding data on exactly how much to add would be a bit of a trick but should be very feasible.

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dissociativity commented Nov 25, 2020

right, so with this PR, B12, Iron, VitA all take 4x longer to deplete if I'm understanding the vitamins json and the logic given to me correctly.
Given a player's starting stores of decent nutrition should last 90 days by default, this should mean it would take a full 360 days to deplete the vitamins that are not C, I'm unsure if even longer should be necessary and can easily change it to be thus, but it does mean the features 'work', I did not apply this to vitamin C as it seemed from context that C and Scurvy was not problematic, I ported the json effects from the old PR over as well as they seem far better researched than the ones I've been using.

I also removed the symptoms from hypervitaminatosis for now since it's too vague and abstract as implemented, as suggested.

An alternate implementation could instead of decreasing the rate at which the vitamins are depleted, instead making the thresholds for deficiency to offer noticeable symptoms to be lower.

Do let me know if vitamin C stores should actually last longer than they do (presumably the 90 days default) and by how much it should be increased.

I think 360 days is reasonable given that mild deficiencies in average diets aren't exactly uncommon, so it's not like we assume the player gets regular blood tests and sees a nutritionist.

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I-am-Erk commented Dec 2, 2020

If you eat no vitamin C at all, it takes about 4 weeks to start to develop scurvy. It's not one where stocks last long.

b12 deficiency takes 2-5 years to develop and is tricky, it takes a pretty extreme diet to run out of b12.

I am having troubles finding data on adult vitamin A deficiency. it's exceedingly rare in the developed world, which means it's likely similar to b12 in timelines.

Iron deficiency through diet is a complex one. Most anaemia is developed through external loss of iron, but some extremely low-iron diets can produce iron deficiency through lack of dietary intake. I would estimate that from diet alone, it would probably take around 6 months to develop symptomatic iron deficiency. Our players are more likely to be developing it by losing blood, obviously.

Does that help?

Now, in terms of deficiencies, the b12 deficiency you've described is way too fast. it's an insidious deficiency

  • First, fatigue increase and stamina decrease
  • Later, dex begins to decrease
  • Later still, int and per begin to decrease
  • Later still, str begins to decrease
    It should also cause anaemia but that's complex because it's not an iron deficiency anaemia and will probably require code that links it to blood recovery rates.

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Venera3 commented Dec 5, 2020

Yeah, I meant the -0.2 scaling on an effect with a max intensity of 3, sorry. I typed that up at work and didn't want to ninja edit.

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Venera3 commented Dec 8, 2020

I spent some time looking up nutritional values for an unrelated PR, and I have to say that the assumption that the vitamin values for existing foods is accurate is...very optimistic. Maybe eggs are just an unfortunate exception, but the vitamin content will need a reality check before we arm any of the deficiencies ( at least the ones that get activated ).

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while lots of food doesn't have completely accurate nutritional data, it's rather trivial to eat a diet that won't result in any deficiencies as far as I'm aware, it's only players that purely eat meat or purely eat bread that would be adversely effected by this.

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dissociativity commented Dec 9, 2020

Not to mention that iron deficiency exists with or without those changes, so wouldn't this be an argument to remove iron deficiency because of insufficiently accurate food nutritional data?

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Venera3 commented Dec 9, 2020

Yes, anaemia because of an alimentary iron deficiency shouldn't be a thing, or at the very least should have a multi-year latency. Ideally we'd have a way for vitamins and effects to influence each other, so that you'd need an iron-rich diet to recover after heavy blood loss, but that requires code support. Then we also wouldn't need two separate anemia effects.

Hypocalcaemia in a healthy adult should not be a thing, ever and that vitamin could be cut. Alternatively, we can keep it commented out until the game has a Postapocalyptic Lunch Lady scenario, where you have to put together balanced meals for the kids in the refugee center's basement, complete with growth modelling.

Malnutrition of macronutrients should definitely be a thing, but micronutrients are way harder to justify in the game's context. Most of them have more of a public health impact irl, especially in regards to adolescent nutrition and healthy development, but that's not really part of Cata's gameplay.

"name": [ "B12 deficiency", "B12 anemia", "B12 severe anemia", "B12 dementia" ],
"desc": [
"A lack of vitamin B12 in your diet causes early symptoms of anemia.",
"Prolonged lack of vitamin B12 in your diet causes anemia, loss of taste, problems with focus and fading memory.",
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Do I understand correctly that skill rust is no longer part of this PR?

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it affects int still, so if skill rust is enabled, as far as I'm aware int makes it worse?

@@ -6,7 +6,7 @@
"name": { "str": "Calcium" },
"deficiency": "hypocalcemia",
"min": -12000,
"rate": "15 m",
"rate": "90 m",
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AFAIU these rates should've been tuned to represent IRL values to be synced with RDA vitamin values of all the comestibles. Were they previously? Are they now? Don't get me wrong, I like this PR and will enjoy a playthrough with realistic vitamin requirements. But I wouldn't like if they were irrelevant again.

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Maybe just change initial values?

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rough aproximations of reasonably realistic values suggested by other users here, I'm not gettign a PHD in nutrition to make a CDDA PR, by default it took 90 days to lose all nutrition one started with, I simply multiplied it, later I will look into what drugs should do to vitamin levels, make them drain them more rapidly while under their effects, this should keep them relevant

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Sorry, there are just too many comments to read here. And part of them must be obsoleted by later ones. Please try keeping the original description relevant so that people don't have to read the entire history. Anyway, I'm not the one who will decide if this gets merged, just trying to help. Resolve this thread if you feel it should be.

int-ua added a commit to int-ua/Cataclysm-DDA that referenced this pull request Dec 25, 2020
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You indeed don't need to do a PhD for a pull request, but some cursory googling and listening to the MDs in the audience would not be inappropriate.

@@ -50,7 +50,7 @@
"name": { "str": "Vitamin C" },
"deficiency": "scurvy",
"min": -5600,
"rate": "15 m",
"rate": "5 m",
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This causes scurvy on Day10, way before any reasonable timeline for presentation ( symptoms should start at 60-90 days). A conservative 40-45 min decay tick would be a better fit, to allow for errors in the nutritional values.

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Rather too soon, I agree. There are some traits that should cause a lower starting level of various vitamins (Hates Fruit for C, Hates Meat for B12 - see below); will this require C++ coding, or can it be done via JSON?

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I'm pretty sure it would have to be C++. Traits/mutations can mess with vitamin uptake and decay rate, but AFAIK nothing JSON-able influences the vitamin storage at start. It could be a nice parallell trait, something like "Strict Vegetarian Background", which could be obligatory to some professions ( are any religious figures strictly vegetarian?) but would on its own not influence the vitamin uptake/calorie absorption. You could also then slap a harder malus onto Junky, Frail (or whichever starts you in the hospital), so that they have malnutrition effects already at start but nothing keeping them from recovering.

@@ -6,7 +6,7 @@
"name": { "str": "Calcium" },
"deficiency": "hypocalcemia",
"min": -12000,
"rate": "15 m",
"rate": "90 m",
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A normal 80 kg adult has a literal kilo of Ca stored in their bones, with the blood levels being very tightly controlled through bone remodelling/deposition. No intake would lead over years to osteoporosis, with consistently normal blood Ca levels. How you would go about not eating a basic element of all living things is a whole another question, unless you are in a roguelike where not everything has its nutritional value audited. Whenever bone density / breakage and mutations affecting those variables is implemented calcium will have a place as a relevant nutrient, but until then it should be of no consequence.

],
"max_intensity": 3,
"base_mods": { "dex_mod": [ -1 ], "speed_mod": [ -10 ] },
"scaling_mods": { "dex_mod": [ -2 ], "speed_mod": [ -15 ] },
"rating": "bad",
"blood_analysis_description": "Hypocalcemia"
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See above. Developing hypocalcemia, meaning lowered blood levels because of low intake just does not happen in real life, unless you have severe chronic GI problems (repeated episodes of pancreatitis or the like ), or kidney failure. Both of those are failure conditions in the postapocalypse, and otherwise tracking calcium intake would only be of consequence if bones get properly implemented.

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actual-nh commented Dec 25, 2020

Yes, anaemia because of an alimentary iron deficiency shouldn't be a thing, or at the very least should have a multi-year latency. Ideally we'd have a way for vitamins and effects to influence each other, so that you'd need an iron-rich diet to recover after heavy blood loss, but that requires code support. Then we also wouldn't need two separate anemia effects.

Code support would also be needed for the iron/vitamin C interaction - non-heme (non-meat-source) iron is not absorbed well without vitamin C.

Also regarding vitamin C, even what is usually regarded as a subclinical deficiency can impede wound healing - see this article and many others going back decades.

Hypocalcaemia in a healthy adult should not be a thing, ever and that vitamin could be cut. Alternatively, we can keep it commented out until the game has a Postapocalyptic Lunch Lady scenario, where you have to put together balanced meals for the kids in the refugee center's basement, complete with growth modelling.

I'd have it commented out until some interaction with bone healing can be coded in.

Malnutrition of macronutrients should definitely be a thing, but micronutrients are way harder to justify in the game's context. Most of them have more of a public health impact irl, especially in regards to adolescent nutrition and healthy development, but that's not really part of Cata's gameplay.

A character with Hates Meat (especially + lactose intolerance) may start with a low enough B12 level to run into problems; see this PubMed Central article. (As a vegan, I am perhaps more aware of this than others...)

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The starve test vitamin c failure needs fixing.

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apologies, work has picked up more again, but I'll be back home early february and well rested enough to continue this PR assuming things go as planned.

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alright, I'm back home, and starting to feel more alive, I'll look into implementation of your suggestions soonish

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I-am-Erk commented Jul 9, 2021

Afaict if the vitamin c test is fixed and the merge conflict fixed, we could merge this and touch up the special cases as we go.

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@dissociativity could you please resolve conflicts?

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apologies, been studying, will try to work on it soon, I'm pretty behind on study though

commit 0f035143f3d0a23072dfb2778fdcf0ad180d579f
Merge: 2b9d8f50b8 1bccf96ba7
Author: Angela Graves <[email protected]>
Date:   Wed Jul 28 00:50:53 2021 -0500

    Merge pull request #50268 from Maleclypse/Fix-polycarbonate-sheets

    Fix polycarbonate sheets spawns

commit 1bccf96ba7a8bb09f55665d6b2cbe6cdb19dd5f0
Author: Maleclypse <[email protected]>
Date:   Tue Jul 27 20:09:26 2021 -0500

    Update plastic.json

commit 1de8601a58a8e1ab0e676e232f59ea8a6469e97c
Author: Maleclypse <[email protected]>
Date:   Tue Jul 27 19:43:39 2021 -0500

    Fixing polycarbonate spawns

commit 2b9d8f50b87b8581ee3841ecda15946d7c660d48
Merge: cd73ed43d5 67081bfbfb
Author: Angela Graves <[email protected]>
Date:   Tue Jul 27 08:47:35 2021 -0500

    Merge pull request #50204 from Maleclypse/Make-Libraries-post-apocalyptic

    Vandalized Library Variants

commit cd73ed43d5fedd02f0f94914ca88f2f0ab61362c
Author: Álvaro <[email protected]>
Date:   Tue Jul 27 01:25:31 2021 +0200

    Fix some of the NPC attacking logic (#49907)

    * Fixes to NPC attack logic

    * astyle

    * Remove commented code

    * Initialization list order

    * Make -Werror happy

    * Fix test compilation

    * astyle again

    * Make clang-tidy happier, I hope

    * Add use_guns check for throwing items

    * Update src/npc_attack.cpp

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update src/npc_attack.cpp

    Co-authored-by: Curtis Merrill <[email protected]>

    * Changes from reviews/suggestions

    * astyle again

    * Add enemy_distance_to_ally() helper function

    * Reworked tests and minor changes

    * Clang-tidy & JSON linting

    * Removed commented code

    * Change SCENARIO to TEST_CASE so clang-tidy is happy

    * Update src/npc_attack.cpp

    Co-authored-by: anothersimulacrum <[email protected]>

    * remove commented code

    Co-authored-by: Curtis Merrill <[email protected]>
    Co-authored-by: anothersimulacrum <[email protected]>

commit 57d7a2a0c70b1591405012c0f966298aa67f6910
Merge: 9a29f77b8f 807a018311
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 02:11:05 2021 +0300

    Merge pull request #50246 from CleverRaven/fix-pot-helmet-copy-from

    Fix copy-from issues

commit 807a018311002e947701a2063fd6fbe91dd84520
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:54:19 2021 +0300

    Fix copy-from issues

commit 9a29f77b8f6f31b9fb6fc135d1b794990a44af93
Author: Rail-Runner <[email protected]>
Date:   Tue Jul 27 01:49:14 2021 +0300

    Add willowbark tea (#45756)

    Co-authored-by: Maleclypse <[email protected]>
    Co-authored-by: actual-nh <[email protected]>

commit f82ad2cc125a370e84baa826b65be1116e41fa60
Author: occulti <[email protected]>
Date:   Mon Jul 26 23:48:44 2021 +0100

    Add wool yarn recipe (#48959)  (#50196)

commit a4c82a980414b0ff1870996658d123cf1a1dabdd
Author: occulti <[email protected]>
Date:   Mon Jul 26 23:48:34 2021 +0100

    Added qualities of a canning pot to XL Pot Helmet (#49457)  (#50193)

    Co-authored-by: actual-nh <[email protected]>

commit df5b8b9c569812d7289e33fb982b1ec44defd68c
Merge: 30d5d6e171 3a43b23a6c
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:47:53 2021 +0300

    Merge pull request #50244 from casswedson/revert-P-option

    Revert "use -P 0 option in JSON style check"

commit 30d5d6e1718e0a8d5c28fd8eb64af189d979b98c
Merge: cb41c676be b406093ea9
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:39:51 2021 +0300

    Merge pull request #49993 from kevingranade/size-aware-fragments

    Make bomb fragment strikes size-aware

commit cb41c676bef2b321f125ffbb597d9408b6ae2a05
Merge: e62c2d3e3e a783a91a19
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:37:26 2021 +0300

    Merge pull request #50185 from Qrox/crafting

    Improve recalculation of crafting gui

commit e62c2d3e3e81930a875ee7c1df45d9255138751e
Merge: 2a4c94fc20 8ea14210f2
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:37:03 2021 +0300

    Merge pull request #50209 from Qrox/zoom

    Fix main UI resizing when exiting from overmap with the same zoom level

commit 2a4c94fc20d6fc34502e3a29a95cbe8235e76b29
Author: LyleSY <[email protected]>
Date:   Mon Jul 26 18:36:28 2021 -0400

    [DinoMod] wilderness spawn counts and fixes (#50184)

commit e5f6a659429711b90cb576bcddb81190a02fa7b7
Author: LyleSY <[email protected]>
Date:   Mon Jul 26 18:35:53 2021 -0400

    [DinoMod] DinoLab and dino armor (#49585)

commit fb83100639f4941cb2cf10ecc2a5af3ddd839635
Merge: 8b2007aee7 831e0d127d
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:35:20 2021 +0300

    Merge pull request #50216 from definitelynotklip/ascii_tiles

    ASCII tileset QoL changes

commit 8b2007aee73853bcff782fdde748e5cb42b48287
Merge: 895636fff5 983666bdb0
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:34:28 2021 +0300

    Merge pull request #50229 from anothersimulacrum/TILES

    Add gun variant support to tilesets

commit 895636fff58f66fc429d829857036983db1d5569
Merge: 04252ad859 06bc238de3
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:34:08 2021 +0300

    Merge pull request #50228 from anothersimulacrum/stricter-RLE

    Do not check gun variant option for RLE

commit 04252ad859305748adf03fa8361ecbf4ed423df5
Merge: 6977219c14 b41ce5f9a8
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:33:44 2021 +0300

    Merge pull request #50235 from anothersimulacrum/optional-non-type

    Fix loading spell field type loading for copy-from

commit 6977219c14502f8bf617dd870fdb31fa7fe97d77
Merge: abca2d74d8 29fca4e6c9
Author: Zhilkin Serg <[email protected]>
Date:   Tue Jul 27 01:30:03 2021 +0300

    Merge pull request #50243 from LaVeyanFiend/BoxingTrait

    Add Boxing to Self-Defense Classes

commit abca2d74d8e54a7a60e5845fa498f5783b473211
Author: curstwist <[email protected]>
Date:   Mon Jul 26 18:29:42 2021 -0400

    add special entry for modular lab (#50241)

commit 3a43b23a6c40e3c5a4aac6f0bcc9af8528fad6fa
Author: casswedson <[email protected]>
Date:   Mon Jul 26 17:14:37 2021 -0500

    Revert "use -P 0 option in JSON style check"

commit 30468cc66fa70ec2da91af147d164517c425f8da
Author: SpasmodicReveler <[email protected]>
Date:   Mon Jul 26 17:06:43 2021 -0500

    Added "Gore Longitude", fiction book inspired by "Blood Meridian" (#49908)

    * Added "Gore Longitude", fiction book inspired by "Blood Meridian"

    * Update data/json/items/book/misc.json

    Co-authored-by: ToxiClay <[email protected]>

    Co-authored-by: Chuck <[email protected]>
    Co-authored-by: ToxiClay <[email protected]>

commit 29fca4e6c95abc242f54363d9ee19382c7474075
Author: LaVeyanFiend <[email protected]>
Date:   Mon Jul 26 17:29:47 2021 -0400

    Add Boxing to Self-Defense Classes

commit b41ce5f9a802ac803198c06525b4d0f9d58cd9b5
Author: anothersimulacrum <[email protected]>
Date:   Mon Jul 26 09:48:59 2021 -0700

    Fix loading spell field type loading for copy-from

    We should have some sort of check for this.

commit bb8afbae67e2a81455c3b8c516f7ef86812f96bb
Author: klip <[email protected]>
Date:   Mon Jul 26 18:24:32 2021 +0300

    Add placeable Washing Machine item (#50038)

    * Add placeable Washing Machine

    * Update generic.json

    * lint

    * Linting for recipe_deconstruction.json

    Co-authored-by: I-am-Erk <[email protected]>

commit 1373a284ceb8a8a5a01dec1e4ab18310ce9b2c41
Author: klip <[email protected]>
Date:   Mon Jul 26 18:22:39 2021 +0300

    Added placeable Water Heater (#50164)

commit 63f2059ed0a0ddcc92057595697406b06d16160e
Author: curstwist <[email protected]>
Date:   Mon Jul 26 11:21:17 2021 -0400

    lab modular residential areas (#50189)

    * lab modular residential areas

    * Update lab_nested_maintenance.json

    add missing nests.

    * Update lab_shared_traps.json

    benign true.

    * revert change to traps

commit bff50c448687d8ddf607c4bf7f269ac3d5b745af
Author: curstwist <[email protected]>
Date:   Mon Jul 26 11:20:46 2021 -0400

    lab maintenance modular areas (#50192)

    * lab maintenance modular areas

    * typo fix

commit 49f349327fff8091226e65c1728c7f9101401f82
Author: curstwist <[email protected]>
Date:   Mon Jul 26 11:20:30 2021 -0400

    add mutagen lab module (#50191)

    * add mutagen lab module

    * Update overmap_terrain_lab.json

    lint

    * more lint

    * Apply suggestions from code review

    Co-authored-by: actual-nh <[email protected]>

    Co-authored-by: actual-nh <[email protected]>

commit ef8975e7a0992435cddf0a59ff1120c02bbb1727
Author: Broken27 <[email protected]>
Date:   Mon Jul 26 17:19:33 2021 +0200

    Added pineaple to veggy pizza recipe. (#50233)

    Some people have terrible taste, and the game should have recipes for them.

commit 8bf16a41edb66df389573c4ff0416a8e76585e52
Merge: 394bf82205 e8693004cd
Author: Angela Graves <[email protected]>
Date:   Mon Jul 26 04:21:45 2021 -0500

    Merge pull request #50230 from DevianProdigy/bondage-mask-layer

    Bondage mask layer mismatch

commit 394bf8220591efec846bd0a6b53245bbe55d31a5
Author: Fris0uman <[email protected]>
Date:   Mon Jul 26 07:59:39 2021 +0200

    Fix layer ordering of demon skin (#50222)

commit 21167b784a737727be333b140e4e23958ac7cf8d
Author: Fris0uman <[email protected]>
Date:   Mon Jul 26 07:59:25 2021 +0200

    Remove obsolete Chibi Ultica mod (#50223)

commit e8693004cd458cd8366f3a2380ffdf17ad83624c
Author: DevianProdigy <[email protected]>
Date:   Sun Jul 25 23:47:37 2021 -0500

    Update masks.json

commit 983666bdb0d7422fa1b36194063baf8e9110c50f
Author: anothersimulacrum <[email protected]>
Date:   Sun Jul 25 17:21:22 2021 -0700

    Add gun variant support to tilesets

    Add a new string argument to relevant places, and walk it through all
    the various places these functions are called.

commit 06bc238de363bda96b5af400b1236b20be55be3d
Author: anothersimulacrum <[email protected]>
Date:   Sun Jul 25 17:25:26 2021 -0700

    Do not check gun variant option for RLE

    Duplicate the check from stacks_with, except don't check the option.
    This prevents the game from obliterating variant data on save/load when
    the option is off.

    I don't like how this function just returns stacks_with at the end, but
    I don't know a better solution.

commit 831e0d127d51178805950a78fa5f48303880ec06
Author: KliPeH <[email protected]>
Date:   Sun Jul 25 19:29:58 2021 +0300

    ASCII Changes

commit ebb21f38fa5625a551d786e82b2c6464b76921a1
Merge: f2e9ad53bf 6ee3f100d5
Author: Angela Graves <[email protected]>
Date:   Sun Jul 25 02:40:27 2021 -0500

    Merge pull request #49855 from LaVeyanFiend/YuleNerf

    Change Yule Cat harvest to mutant mammal

commit 8ea14210f2b78874ab3a89c8aa2ca3cbf0b7f06d
Author: Qrox <[email protected]>
Date:   Sun Jul 25 15:01:21 2021 +0800

    Fix main UI resizing when exiting from overmap with the same zoom level

commit 67081bfbfbac1822962e198976fe2b20c83873ec
Author: Maleclypse <[email protected]>
Date:   Sat Jul 24 21:33:06 2021 -0500

    set bash and palette fix

commit f2e9ad53bf74980e9cff1ec8fe258cb258fca053
Author: AngryFerret <[email protected]>
Date:   Sat Jul 24 20:27:47 2021 -0400

    Add bow forms to Wildborne Rider (#50197)

commit 16b3a11753250933648cc8d47531bfc1a173bd9e
Author: Maleclypse <[email protected]>
Date:   Sat Jul 24 19:23:05 2021 -0500

    Vandalized Library Variants

commit f1b6e7de7f35eb2ed5f6ee017ed89b9d6d17f339
Author: Fris0uman <[email protected]>
Date:   Sat Jul 24 11:15:13 2021 +0200

    Update Tilesets 21-07-24 (#50186)

    * Update Chibi Ultica

    * Update Ultica

    * Update MSX

commit 9817d9af6d01a916e49483758f3cae3c01218d2d
Merge: 6d50c8d5af 2976555909
Author: Zhilkin Serg <[email protected]>
Date:   Sat Jul 24 12:14:50 2021 +0300

    Merge pull request #50187 from BrettDong/lint-json

    Reformat JSON

commit 297655590926023fc074f192379dc6e2a652f017
Author: Binrui Dong <[email protected]>
Date:   Sat Jul 24 16:45:14 2021 +0800

    Reformat JSON

commit 6d50c8d5af486c4003dde035c4b2ea1c87ea2f85
Merge: 5cc8975fc7 b4c6a63e64
Author: Fris0uman <[email protected]>
Date:   Sat Jul 24 10:19:12 2021 +0200

    Merge pull request #49942 from GoLoT/fix_cbm_battery_refueling

    Fix Battery System CBM refueling

commit 5cc8975fc766f500e09bd830401506d418ac8172
Merge: 8a61cdf01d f9cbdad2a1
Author: Angela Graves <[email protected]>
Date:   Sat Jul 24 03:13:37 2021 -0500

    Merge pull request #50132 from guralub/master

    Fix armor pen from martial arts buffs not working

commit 8a61cdf01dfa69282a48e2ae4bcc3f10d9e62cbc
Merge: 51d7dc050c c588d56891
Author: Zhilkin Serg <[email protected]>
Date:   Sat Jul 24 11:12:40 2021 +0300

    Merge pull request #50183 from CleverRaven/i18n

    Routine i18n updates on 24 July 2021

commit 51d7dc050ce73da47802208a429e3e439d707328
Merge: 674ab947f4 55e2609032
Author: Zhilkin Serg <[email protected]>
Date:   Sat Jul 24 11:12:28 2021 +0300

    Merge pull request #50180 from ralreegorganon/fix-multitile-variations

    Fix multitile variations

commit 674ab947f497e55edbd5b8e29cd10486e101882a
Author: angryisosceles <[email protected]>
Date:   Sat Jul 24 01:10:49 2021 -0700

    Added "new-age" books + abstract (#49998)

commit 6c93508226012c075fb44458655094518048e3b3
Author: MoonClipper <[email protected]>
Date:   Sat Jul 24 01:10:14 2021 -0700

    Added lake vehicle group (#50012)

commit 74b160e25dd9a0adf44383274d6ae4f94f7ff3f6
Merge: 63b1597e1e d9a15c9321
Author: Zhilkin Serg <[email protected]>
Date:   Sat Jul 24 11:07:57 2021 +0300

    Merge pull request #49971 from anothersimulacrum/location-dependent-cards

    Allow cardreaders to require cards be spawned nearby

commit 63b1597e1e8c30c84dcc20af2604be423743dd20
Merge: ab0bc95a31 5833926fbf
Author: Zhilkin Serg <[email protected]>
Date:   Sat Jul 24 11:07:16 2021 +0300

    Merge pull request #50142 from anothersimulacrum/variant-script

    Add script to get gun stats

commit ab0bc95a3195dfdb69a8821bc06a480871749028
Merge: b4ace10657 0301aee390
Author: Zhilkin Serg <[email protected]>
Date:   Sat Jul 24 11:05:34 2021 +0300

    Merge pull request #50134 from occulti/SheepWoolFix

    Modified mass ratio of sheep wool on harvest to give similar to shearing returns (#48962)

commit b4ace10657550f087ef3dfa0a6c58b64c4965a8f
Author: Maleclypse <[email protected]>
Date:   Sat Jul 24 03:05:08 2021 -0500

    [Aftershock] Night messages (#50146)

commit 1636e0ca898ce29e003ebec79e6ec46cfdbfdb41
Merge: 0449216655 bc9e33da3f
Author: Zhilkin Serg <[email protected]>
Date:   Sat Jul 24 11:04:22 2021 +0300

    Merge pull request #50156 from curstwist/add-lab-maps

    Add modular lab health clinic

commit 0449216655d44e94f6dbc0c8655966a6e87e2c71
Merge: c1bde37c1d 1f5c7f8119
Author: Zhilkin Serg <[email protected]>
Date:   Sat Jul 24 11:03:49 2021 +0300

    Merge pull request #50182 from ralreegorganon/fix-wind

    Fix wind not updating

commit a783a91a1929a779890a68f7979192cf8436da86
Author: Qrox <[email protected]>
Date:   Sat Jul 24 15:05:22 2021 +0800

    Improve recalculation of crafting gui

commit c588d56891bf19bb99ef4aa930156388cafc0f9a
Author: Brett Dong (BOT) <[email protected]>
Date:   Sat Jul 24 03:02:15 2021 +0000

    Routine i18n updates on 24 July 2021

commit 1f5c7f8119943023bad3ee2caf0f056ec0f33907
Author: Jason Jones <[email protected]>
Date:   Fri Jul 23 17:40:03 2021 -0800

    Fix wind not updating

    Wind was not updating after some previous refactoring. It could be
    overridden but was otherwise static.

    This change makes it so that wind is now being updated when the
    weather updates. It also makes the debug options for wind behave
    in a more predictable manner: overriding the wind and clearing the
    wind override both cause the weather system to tick and update.

    I did notice that the overridden wind settings are NOT used when
    evaluating the weather conditions. I could make an argument either way,
    but changing it is out of scope anyway.

commit c1bde37c1dd2cabd179fc2ec2ebd93d57e060e94
Author: LyleSY <[email protected]>
Date:   Fri Jul 23 21:28:54 2021 -0400

    [DinoMod] new NPC dialogue (#50166)

commit 55e26090321bf31c775fcc01706cbd1963024070
Author: Jason Jones <[email protected]>
Date:   Fri Jul 23 16:52:43 2021 -0800

    Fix multitile variations

    The code was in place to load tile variations for a multitile and
    use them for all additional_tiles entries, but the functionality
    isn't currently in use and I'm pretty sure it bitrotted to a
    non-functional state where it just displays black tiles.

commit db572453d617e5cc72489405f59abd4a98f113f4
Author: Maleclypse <[email protected]>
Date:   Fri Jul 23 19:44:29 2021 -0500

    Add permeable flag to appropriate windows (#50170)

    * Open windows permeable

commit 0c3fd3529010321e2884b5c2f3609ee5dc7f6a51
Author: anothersimulacrum <[email protected]>
Date:   Fri Jul 23 17:43:18 2021 -0700

    Remove spell type manual id loading (#50169)

    generic_factory handles this, and so doing it again makes it so spells
    don't support abstracts.

commit 6659ee8ecaef8cb166a5068eeced3c7156cbe477
Author: occulti <[email protected]>
Date:   Sat Jul 24 01:35:25 2021 +0100

    Added condom to item restriction on travel wallet (#49932) (#50165)

commit 5dfcf4d8b68296371ebca1c2f839e2d40b05c0f5
Author: Jianxiang Wang (王健翔) <[email protected]>
Date:   Sat Jul 24 08:35:04 2021 +0800

    Fix book color when asking NPC to read (#50162)

commit 602eb7f04f65fe2388e07a364c085e4579a3e05f
Author: ToxiClay <[email protected]>
Date:   Fri Jul 23 20:34:40 2021 -0400

    Adds NUTRIENT_OVERRIDE flag to bleach (#50161)

commit 72ea1892710bd64fd17b815b6149689c1b4c6d51
Author: curstwist <[email protected]>
Date:   Fri Jul 23 20:34:05 2021 -0400

    add cargo and central lab areas (#50160)

    * add cargo and central lab areas

    * Create lab_shared_traps.json

commit 5a228790ac2b0be6f7676f419af089e6a58644ff
Author: LyleSY <[email protected]>
Date:   Fri Jul 23 20:33:01 2021 -0400

    count, comment, and clean wilderness spawns (#50159)

    * count and clean Forest spawns

    * finish counting

commit b4c6a63e64ac0d971a9f6759963b3e7bf89a0644
Author: Álvaro Muñoz <[email protected]>
Date:   Sat Jul 24 00:28:15 2021 +0200

    Prevent fuel container deletion on CBM refueling

commit bb0d2426ba0d8d29e917a4ce4451eec886c72d63
Author: John Bytheway <[email protected]>
Date:   Fri Jul 23 16:36:30 2021 -0400

    Minimize clang-tidy CI runtime (#50131)

    clang-tidy is one of our slowest CI jobs.  It would be nice if it were
    faster.

    When only cpp files are changed, we can limit the checks to just those
    files.  When a header or build file is changed, or a new check is added,
    we need to recheck everything.

    To make this work, update the logic in build.sh which previously
    prioritised changed files.  Make it now only check changed files,
    provided that's appropriate.

    Also, make files_changed work correctly on GitHub, at least for PR jobs.
    It will simply fail on non-PR jobs.

commit af75eb4b757ff7dc41bcf3401d2ba32d68bb3cb9
Author: LyleSY <[email protected]>
Date:   Fri Jul 23 14:10:54 2021 -0400

    medical regenerating zombies (#50105)

    * medical regenerating zombies
    * regenerating zombie medic
    * GROUP_MEDICAL_CRAWLER_UPGRADE
    * use GROUP_MEDICAL_CRAWLER_UPGRADE
    * blue

commit f9cbdad2a120f55bcbaf9a07f878f0f95118cbdf
Merge: 7feebc65ff bb34304739
Author: guralub <[email protected]>
Date:   Fri Jul 23 14:09:56 2021 -0300

    Merge branch 'CleverRaven:master' into master

commit d9a15c93210362af42ac7bd476d16fc79e7bfef1
Author: anothersimulacrum <[email protected]>
Date:   Fri Jul 23 07:43:11 2021 -0700

    Make cards from #50033 location-dependent

commit 4c9bce0ad8066ac7c6fa8ed4a7efe0c288576d67
Author: anothersimulacrum <[email protected]>
Date:   Sun Jul 18 10:07:52 2021 -0700

    Improve location-dependent card naming

    Put cards into 4 buckets, based on distance to the player. Name and
    stack them based on that.
    The particular distances could probably use adjustment.

commit 6c967f5000e8fd062c0ba04e1b9d341b37f2e753
Author: anothersimulacrum <[email protected]>
Date:   Thu Jul 15 13:39:33 2021 -0700

    Allow cardreaders to require cards spawned nearby

    Add a flag to track the OMT spawn location of arbitrary items.
    Rewrite the the cardreader actor consuming behavior to care about
    individual items, now that we're selecting based on an item attribute,
    instead of an itype attribute.

commit bc9e33da3fe33757b1342746ffda8fdbf2e7c109
Author: curstwist <[email protected]>
Date:   Fri Jul 23 08:18:37 2021 -0400

    lab_health_clinic

    regular medical clinic for a lab.

commit bb34304739c30970e56a02790cb4441439eb9d8c
Merge: d70fed3b67 87a6eb45af
Author: Kevin Granade <[email protected]>
Date:   Fri Jul 23 00:31:55 2021 -0700

    Merge pull request #49857 from Ramza13/morale_json

    Add morale and focus functions

commit d70fed3b6700588f8eb777af8a183b92c31990da
Merge: f547618533 04cd8496cb
Author: Angela Graves <[email protected]>
Date:   Fri Jul 23 02:25:29 2021 -0500

    Merge pull request #50144 from cheekygoblin/keffiyeh_fix

    change keffiyeh to cover head and use collar for mouth coverage

commit f5476185330e35a7c78cf281ed7baeef5a708c95
Merge: cb7f752f62 bde0e85aaf
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 23:19:15 2021 -0700

    Merge pull request #50147 from kevingranade/fix-erroneous-skipping

    Fix erroneous skipping

commit bde0e85aafb2e64a34344fe9accb6142730f177f
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 22:44:03 2021 -0700

    Remove references to dead branch

commit 86caadf7cee446fbcebecbe24e7626954702048b
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 22:43:46 2021 -0700

    Don't do concurrent_skipping on PRs

commit cb7f752f6289472fc55793256d3e129d716bf7f0
Author: Venera3 <[email protected]>
Date:   Fri Jul 23 07:24:00 2021 +0200

    Underground Upgrades 1: Unhardcode sewer monsters, add upper/lower/city subway monster groups (#48772)

    Lab tunnels, city subway group spawn
    * Chud/Zombie stuff
    * Sewer, Lab subway
    Less migo/sludge, more hunter, frogs
    * Scary labs
    Mutant cooperation, mondensity is a lie
    * Faction/lab subway
    Mi-Go and nether broke up, lab tunnels got a bit less busy

commit 113e1c13b5332e216904a924d07b09215586a5c7
Merge: 6c3bf41e04 3e438b199f
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 22:22:11 2021 -0700

    Merge pull request #50136 from kevingranade/backport-include-pruning

    Backport include pruning

commit 3e438b199f0ad810f2e1fdb64e3a9f72ff5ed494
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 22:11:37 2021 -0700

    Update src/faction_camp.h

commit 6c3bf41e04bcfa52f9ad30c327514b7466bd6da9
Author: ti360gh <[email protected]>
Date:   Fri Jul 23 13:15:07 2021 +0900

    Assign gender-appropriate names to NPCs created by place_npcs. (#50108)

commit 35fbdc7e62ac4e130fa913f649bb5074f7a0e983
Author: Paul Fenwick <[email protected]>
Date:   Thu Jul 22 21:12:07 2021 -0700

    Replace has_skill_for_vehicle_work with meets_skill_requirements (#50075)

    There's no need for a static helper function when the Character
    class already has a method for doing this.

commit 2464d72eb70e5a8e8bc8afb47d58526d8273d8e1
Author: Paul Fenwick <[email protected]>
Date:   Thu Jul 22 21:11:28 2021 -0700

    Check skill requirements for vehicle most_repairable_part (#50074)

commit 9b3ed93e6da7e2eb179fdf8eb1c49e2f1c82e977
Author: Broken27 <[email protected]>
Date:   Fri Jul 23 06:10:31 2021 +0200

    Updated the bionic weapons to the new to-hit standard. (#50060)

    * Updated fake weapons to-hit

    Updated the bionic weapons to the new to-hit standard.

commit 4f384360f21cd62812e9081d32404119aad7539b
Author: curstwist <[email protected]>
Date:   Fri Jul 23 00:06:37 2021 -0400

    modular lab security & ground floor (#50033)

    * modular lab security & ground floor

    also includes associated content additions.

commit 99e47e28679081a9056dd65c784e2fe708dc4a8d
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 20:38:24 2021 -0700

    Rearange recipe permutation test to avoid massive memory allocation. (#50140)

    * Rearange recipe permutation test to avoid massive memory allocation.
    * limit test parallelism on gcc ASan build to one worker.

commit 92956d05ab83440c1447745620cb124536fdecff
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 19:31:01 2021 -0700

    Apply suggestions from code review

commit 7f33807e78b179f750496d9d0b1dd8f9aa7178e1
Merge: 32ee90952a e1a3575a09
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 19:13:07 2021 -0700

    Merge pull request #50138 from mqrause/private_contents_pt3

    Make contents member of item class private final part

commit 32ee90952a5eb00c71b63def350240d6ae510b20
Author: anothersimulacrum <[email protected]>
Date:   Thu Jul 22 19:09:00 2021 -0700

    Fix clang-tidy function size warning (#50145)

    Move all the SECTIONs to sub functions to make the clang-tidy function
    size check happy.

commit 8717cb8a8ebd5507d7ff376764495c96d468c7e7
Author: anothersimulacrum <[email protected]>
Date:   Thu Jul 22 18:25:32 2021 -0700

    Improve DPS test behavior with GHA problem matcher (#50125)

    The problem matchers with GitHub actions are meant to make seeing errors
    in tests easier, without having to navigate through the somewhat clumsy
    interface to find the errors.
    However, because the CHECK does not include the name of the item, this
    is still required.
    Move the CHECK to be on the line with the item name, so it is not
    necessary to go through the clumsy GHA interface.

    This does mean the test will not print failures and the expected value
    to stdout. I think that being more compatible with the GHA problem
    matchers is worth making this slightly more annoying to manually run.

commit 3c896178b5af8f8c35f6adc05293562d0b75d884
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 18:24:08 2021 -0700

    Update src/map.h

commit 04cd8496cbec22859ff05e3167077a923ee664cd
Author: CheekyGoblin <[email protected]>
Date:   Thu Jul 22 19:06:38 2021 -0600

    change keffiyeh to cover head and use collar for mouth coverage

commit 5833926fbfdf787e8c6caa13d08807b19f728ed5
Author: anothersimulacrum <[email protected]>
Date:   Thu Jul 22 13:29:59 2021 -0700

    Add script to get gun stats

    The gun various gun variant work needs some standards, and we need a
    good way to get those standards. So, add a script to gather data, to
    help decide if guns should be collapsed or not.

    This script loads all of the gun data, walks through all of the gun
    data, following copy-from links to push the data being inherited into
    the entry it belongs in.

    After doing that, walk through all extracted entries, and output the
    relevant data in a table, with some helpers for extracting the data in a
    format that is more uniform.

commit fdef8b1a542ddbb1a2e383b3776fb43a7f39914f
Author: Kevin Granade <[email protected]>
Date:   Thu Jul 22 16:06:36 2021 -0700

    Update editmap.cpp

commit e1a3575a097c607703738e7b02a3f71bebda0d26
Author: mqrause <[email protected]>
Date:   Fri Jul 23 00:23:22 2021 +0200

    private contents member and remove most item_contents.h includes

commit 7ed639853f79cbd533928e47f0d1a136f470df53
Author: olanti-p <[email protected]>
Date:   Wed May 5 15:44:04 2021 +0300

    Remove regional_settings.h from overmap.h

commit f5b852771db60f0b3302f0b8e65339639e78a52d
Author: olanti-p <[email protected]>
Date:   Wed May 5 15:43:49 2021 +0300

    Remove character_martial_arts.h include from character.h

commit 9bf95457cd26f314911c13a19786dd6cb9cbb9b3
Author: mqrause <[email protected]>
Date:   Thu Jul 22 19:27:49 2021 +0200

    remove uses of item_contents::remaining_container_capacity in reloading_test.cpp and item_contents::remove_item_if in item_contents_test.cpp

commit 0f0ff9d399883fc3becdacb57c6678aed2065f92
Author: mqrause <[email protected]>
Date:   Thu Jul 22 16:47:17 2021 +0200

    use item::get_remaining_capacity_for_liquid instead of item_contents::remaining_capacity_for_liquid

commit d0435ed1fa94d3deb3b5a4bf9895d6239718c23b
Author: mqrause <[email protected]>
Date:   Thu Jul 22 16:39:01 2021 +0200

    wrappers for item_contents::visit_contents and item_contents::remove_internal in item

commit c3bb5eb2f9836163d7c674dbef94bc4e0742926c
Author: mqrause <[email protected]>
Date:   Thu Jul 22 12:44:08 2021 +0200

    - remove item_contents::sealed_summary and the sealed_summary enum
    - add item_contents::all_pockets_sealed and item_contents::any_pockets_sealed and wrappers for them in item

commit 8a989fbfc3a10c8d5a072b699234a15fc958ba6e
Author: mqrause <[email protected]>
Date:   Tue Jul 20 20:42:11 2021 +0200

    wrappers for item_contents::force_insert_item and item_contents::combine in item

commit be326d3398b5924c19be584fd8e449c68da2b73a
Author: olanti-p <[email protected]>
Date:   Wed May 5 15:43:25 2021 +0300

    Remove misc includes from headers

commit 0301aee390a5ff52cfcdc8dd3ff25da225307b7b
Author: Woe <[email protected]>
Date:   Thu Jul 22 21:22:18 2021 +0100

    Modifed mass ratio of sheep wool on harvest to give similar returns to shearing

commit 7feebc65ff59cc76ee481c78fb8c94a5cc6a316c
Author: guralub <[email protected]>
Date:   Thu Jul 22 14:24:16 2021 -0300

    Fix armor pen from martial arts buffs not working

commit 6d521443d946c3dd36fd9a6c7379b1290ca37a80
Author: Jianxiang Wang (王健翔) <[email protected]>
Date:   Thu Jul 22 23:47:35 2021 +0800

    Astyle clang-tidy test headers in Makefile (#50129)

    * Astyle clang-tidy test headers in Makefile

    * Do not skip astyle on relevant changes

    * Astyle tools/clang-tidy-plugin/test-include/mock-translation.h

commit 7aa5a3086d02e10cc9ac4a33509b29e91c761eba
Merge: b5f7d2df0e 340962ce9c
Author: Zhilkin Serg <[email protected]>
Date:   Thu Jul 22 18:47:17 2021 +0300

    Merge pull request #50126 from Hirmuolio/complain

    Fix clang tidy warning

commit b5f7d2df0e0d37910e1c38f2cba04463da0394e4
Author: Curtis Merrill <[email protected]>
Date:   Thu Jul 22 10:02:27 2021 -0400

    [Magiclysm] Teleport_To spell type (#50130)

    * [Magiclysm] New Spell Effect

    Summary
    Mod "Adds teleport_to spell effect type and some spells"

    * Linted Json

    * Cleanup

    * Astyle

    * Update teleport.cpp

    * Minor code fixes

    * Astyle

    * Mana cost change

    * Teleport effect varies by flag

    Instead of two similar teleport effects, there is only short_range_teleport, whose behavior changes based on the TARGET_TELEPORT flag.

    * Update MAGIC.md

    * Update src/magic.h

    Co-authored-by: actual-nh <[email protected]>

    * Update doc/MAGIC.md

    Co-authored-by: actual-nh <[email protected]>

    * Update src/teleport.cpp

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update src/magic_spell_effect.cpp

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update src/magic_spell_effect.cpp

    * return in_spell_aoe to its original location

    * astyle

    * add piece of documentation back

    Co-authored-by: Kenshkrix <[email protected]>
    Co-authored-by: Kenshkrix <[email protected]>
    Co-authored-by: actual-nh <[email protected]>

commit d3973fdf21b0f9f7edd67e21fc73bb585dc8b0d8
Author: mqrause <[email protected]>
Date:   Tue Jul 20 20:37:01 2021 +0200

    use item::put_in instead of item_contents::insert_item

commit c830345ecd6956777d1898523165c7450665f0ac
Author: mqrause <[email protected]>
Date:   Tue Jul 20 05:37:28 2021 +0200

    replace calls to some item_contents methods with their item counterparts

commit 33905d9879d295a0c0173bc40cb4f3a635571ba0
Author: mqrause <[email protected]>
Date:   Mon Jul 19 20:53:33 2021 +0200

    wrappers for item_contents::handle_liquid_or_spill and item_contents::total_contained_volume in item

commit dbd0913999732b2a58977f4ec629481d40d6e20a
Author: mqrause <[email protected]>
Date:   Mon Jul 19 20:33:02 2021 +0200

    wrappers for item_contents::first_ammo and item_contents::get_item_with in item

commit 340962ce9c7010dc0298b50d913495488d1d280f
Author: Hirmuolio <[email protected]>
Date:   Thu Jul 22 10:26:21 2021 +0300

    fix argument name

commit f0170fea37d442fcab33e6303e10c9594a8cab7a
Merge: b313d9a543 3fc4a41929
Author: Angela Graves <[email protected]>
Date:   Thu Jul 22 00:14:59 2021 -0500

    Merge pull request #50120 from jiornojiovanni/bread_cleanwater

    Added clean water to hallula and cracker recipe

commit b313d9a543619145069bcf514bdc2c6fce2380e2
Author: Salty Panda <[email protected]>
Date:   Thu Jul 22 05:29:10 2021 +0200

    Fix disappearance of CRIT vest on activation (#50114)

commit d008f2e224c1d228d698dad562e51259c2514bea
Author: GuardianDll <[email protected]>
Date:   Thu Jul 22 03:41:07 2021 +0200

    [Magiclysm] Adding more attunement spells (1/3) (#49809)

    * sunmage (+item)+boreal mage(+item)+gaias chosen

    * forget to add spell component and attunement info

    * resolving small conflict

    * some balance tweaks

    * deleted AoE from sunMage spell

    * lint

    * Update data/mods/Magiclysm/items/ethereal_items.json

    Co-authored-by: actual-nh <[email protected]>

    * Change armor info to new style

    * Lint

    * Update data/mods/Magiclysm/Spells/attunements/Boreal_Mage.json

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update data/mods/Magiclysm/Spells/attunements/Gaias_Chosen.json

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update data/mods/Magiclysm/Spells/attunements/Gaias_Chosen.json

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update data/mods/Magiclysm/Spells/attunements/Gaias_Chosen.json

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update data/mods/Magiclysm/Spells/attunements/Gaias_Chosen.json

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update data/mods/Magiclysm/Spells/attunements/Gaias_Chosen.json

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update data/mods/Magiclysm/Spells/attunements/Sun_Mage.json

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update data/mods/Magiclysm/items/ethereal_items.json

    Co-authored-by: Curtis Merrill <[email protected]>

    * Update data/mods/Magiclysm/materials.json

    Co-authored-by: Curtis Merrill <[email protected]>

    * adding some stuff to sunmage spell + some tweaks in description

    * Update data/mods/Magiclysm/Spells/attunements/Gaias_Chosen.json

    Co-authored-by: actual-nh <[email protected]>

    * Update data/mods/Magiclysm/items/ethereal_items.json

    Co-authored-by: actual-nh <[email protected]>

    * Update data/mods/Magiclysm/items/ethereal_items.json

    Co-authored-by: actual-nh <[email protected]>

    * Delete extra effect via using effect_str

    Co-authored-by: actual-nh <[email protected]>
    Co-authored-by: Curtis Merrill <[email protected]>

commit 3fc4a41929d96eac4e9d57dc6ca9c60a3a742097
Author: jiornojiovanni <[email protected]>
Date:   Wed Jul 21 21:48:55 2021 +0200

    Added clean water to hallula and cracker recipe

commit 90539ba0b25d787ea877de061f5ca899cf02fdd9
Author: Binrui Dong <[email protected]>
Date:   Thu Jul 22 02:49:27 2021 +0800

    Automate pulling translations from Transifex (#50067)

commit c6f56f7ae27c3a33c1e7f7624b41ca47b530ffe0
Author: Hirmuolio <[email protected]>
Date:   Wed Jul 21 21:23:56 2021 +0300

    Slightly simplify sun position code, add sextant to see sun position (#50062)

    * add sextant
    * sextant works only outside
    Co-authored-by: actual-nh <[email protected]>

commit 430b95bedf8abf70c9b1187cd1fef7c0477eb411
Author: Unknown <[email protected]>
Date:   Wed Jul 21 14:23:09 2021 -0400

    Archery Proficiencies and Proficiency Bonus Infrastructure (#50064)

    * Archery Proficiencies and Proficiency Bonus Infrastructure

    Archery Proficiencies and proficiency bonus infrastructure

    * Update doc/PROFICIENCY.md

    Co-authored-by: anothersimulacrum <[email protected]>

    * Update data/json/professions.json

    Co-authored-by: I-am-Erk <[email protected]>

    * proficiency bonus API

    * fix survivalist bow profession

    * fix GCC 9 compiler complaint and astyle unrelated monmove astyle failure

    * squash batch of commits

    Update src/proficiency.cpp

    Update src/proficiency.h

    Update src/proficiency.cpp

    Update src/proficiency.cpp

    Update src/proficiency.h

    Update src/ranged.cpp

    Update src/proficiency.h

    Update src/character.h

    Update src/character.cpp

    Update src/proficiency.cpp

    Update src/proficiency.h

    Update src/proficiency.h

    Co-Authored-By: anothersimulacrum <[email protected]>

    * apply changes in code review

    * Update src/proficiency.cpp

    Co-authored-by: anothersimulacrum <[email protected]>

    * Update data/json/proficiencies/wilderness.json

    Co-authored-by: I-am-Erk <[email protected]>

    * Update data/json/proficiencies/wilderness.json

    Co-authored-by: I-am-Erk <[email protected]>

    * Update doc/PROFICIENCY.md

    Co-authored-by: anothersimulacrum <[email protected]>

    Co-authored-by: anothersimulacrum <[email protected]>
    Co-authored-by: I-am-Erk <[email protected]>

commit 01e74b623e53b6f5541a23d5c0d2837d1ed1939c
Author: eltank <[email protected]>
Date:   Wed Jul 21 10:49:03 2021 -0700

    Recompute overmap::safe_at_worldgen during unserialize() (#50046)

commit 5206b611cb2fc4fc8e622e7020253dd74e37a8eb
Author: LyleSY <[email protected]>
Date:   Wed Jul 21 13:47:14 2021 -0400

    [DinoMod] ERROR CBM dino harvest emergency remix (#50040)

commit 8b32ca79dedd6cdc6fe6c141d07bbb6f4784d379
Author: Tamiore <[email protected]>
Date:   Wed Jul 21 18:30:17 2021 +0300

    Add hydria-based charcoal water purifier (#50083)

commit 222079f2c1c22ac44e26cfd7ef91764b8bab7ba9
Author: Paul Fenwick <[email protected]>
Date:   Wed Jul 21 08:25:56 2021 -0700

    astyle fixes (#50113)

commit d0fb1f30bc8d6e8b17b3b514d62fb11fea0834b9
Author: Binrui Dong <[email protected]>
Date:   Wed Jul 21 16:28:53 2021 +0800

    Fix recent clang tidy warnings (#50084)

    * Fix clang-tidy warning on string concatenation in learn_spell_actor::info()
    * Fix clang-tidy warning on parameter name mismatch in Character::estimate_effect_dur()
    Co-authored-by: eltank <[email protected]>
    Co-authored-by: Kevin Granade <[email protected]>
    Co-authored-by: Jianxiang Wang (王健翔) <[email protected]>
    Co-authored-by: eltank <[email protected]>

commit 4199b64dae5418cec6a00094a40728fdd24a0b83
Merge: fb6455faff b05f974ea2
Author: Zhilkin Serg <[email protected]>
Date:   Wed Jul 21 10:15:24 2021 +0300

    Merge pull request #50107 from LaVeyanFiend/ThiccLichen

    [Aftershock] Increase volume/weight of lichen, fix processing not neutralizing toxins

commit fb6455faff529fc9502f0e36d52f3f8282c34572
Author: casswedson <[email protected]>
Date:   Wed Jul 21 01:19:52 2021 -0500

    Use xargs' -P 0 option in JSON style check (#50098)

    * use -P 0 option on JSON style check
    * xargs' -P 0 option to JSON style doc

commit c7ef953132efdaf3c9751ba04324d39df4c3bc88
Author: exuvo <[email protected]>
Date:   Wed Jul 21 08:18:43 2021 +0200

    Fix auto inventory letters bugs #45625, #45401, #43254 (#49925)

    * Fix auto inventory letters only assigning wield or wear, stop duplicating letters.
    Co-authored-by: Kevin Granade <[email protected]>

commit b2b3960efb4462e241a300c2a2c1c22c89a7082b
Author: Unknown <[email protected]>
Date:   Wed Jul 21 02:16:20 2021 -0400

    Add ability to cause some foods to incur nausea (#49843)

    * Nausea mini-rework
    * Add Corrosive flag

commit 79efd73f7b3e6e5d0c915ac2b29444aa18373846
Author: Kevin Granade <[email protected]>
Date:   Tue Jul 20 22:58:12 2021 -0700

    Skip outdated runs (#50109)

    * Skip outdated runs

commit 6cf305a2a6e67800f345ac913715cecbb16c31f5
Merge: 6ca1ebb321 1502cd910c
Author: Angela Graves <[email protected]>
Date:   Wed Jul 21 00:12:25 2021 -0500

    Merge pull request #50086 from Tamiore/cordage_crafting_time

    Update cordage and cordage ropes crafting time.

commit b05f974ea2990641439a248416c32b46d6dd9907
Author: LaVeyanFiend <[email protected]>
Date:   Tue Jul 20 23:58:26 2021 -0400

    Lichen fix

commit 6ca1ebb3216f2148840c63a15501c004f8981f40
Author: I-am-Erk <[email protected]>
Date:   Tue Jul 20 19:52:38 2021 -0700

    Missed list (#50093)

    * limit starting scenarios/professions

commit 5d1cd76365e7ee0b030c4912bf3c200ddc58f1ff
Merge: 9e19b05612 38a7d7a408
Author: Kevin Granade <[email protected]>
Date:   Tue Jul 20 18:37:01 2021 -0700

    Merge pull request #49819 from Qrox/unread

    Allow the player to track newly learned/unviewed recipes

commit 9e19b056125dbf057a28a4f7b831d3deaf47f516
Author: Giovanni Palmieri <[email protected]>
Date:   Wed Jul 21 03:34:16 2021 +0200

    Added health indicator in all item menu (#48511)

    * Added health indicator in all item menu
    * Add FOOD HEALTH to iteminfo filtering.
    Co-authored-by: Kevin Granade <[email protected]>

commit 64bf2e883d54d0932fe092f85e4a525472cc5441
Author: Kevin Granade <[email protected]>
Date:   Tue Jul 20 18:22:01 2021 -0700

    Build fix caused by merges. (#50101)

commit 87a6eb45afadd7f4fc01ceedd1bd50f7a62fc711
Author: Eric <[email protected]>
Date:   Tue Jul 20 21:14:46 2021 -0400

    Update doc/NPCs.md

    Co-authored-by: actual-nh <[email protected]>

commit 2b094cedf3bd2cfb4535c46fbab1f7bb6026b5d6
Author: ZigVert <[email protected]>
Date:   Tue Jul 20 20:08:56 2021 -0400

    Added Regenerating zombie (#47089)

    * Update zed_misc.json

    * Added Regenerating zombie

    added a new zed with 120 HP that heals a tenth of it's HP every turn. it has similar fighting capabilities of a tough zombie.

    * Update data/json/monsters/zed_misc.json

    Co-authored-by: actual-nh <[email protected]>

    * Update data/json/monsters/zed_misc.json

    Co-authored-by: actual-nh <[email protected]>

    * Lint json, tweak regen and add regenerating zombie to spawn and upgrade groups

    * Apply suggestions from code review

    Dropping HP and removing unecessary flags.

    Co-authored-by: I-am-Erk <[email protected]>
    Co-authored-by: actual-nh <[email protected]>

    Co-authored-by: actual-nh <[email protected]>
    Co-authored-by: Kevin Granade <[email protected]>
    Co-authored-by: I-am-Erk <[email protected]>

commit 69732c9cc3f858bb1bcee84a2436725e1a2ca69d
Author: occulti <[email protected]>
Date:   Wed Jul 21 00:40:59 2021 +0100

    Added batch cook times to Granola and Cookies (#50089) (#50096)

    * Added batch cook times to Granola and Cookiess
    * Relinted file due to select all error
    Co-authored-by: Woe <[email protected]>

commit 476d990745f43bfa0f1b16e80aa207b632e5f706
Author: Hirmuolio <[email protected]>
Date:   Wed Jul 21 02:17:31 2021 +0300

    astyle (#50099)

commit 201a8b202bab0db0281411da5122901b23e7af1b
Merge: b69f4b0d68 cc25bc57f2
Author: Kevin Granade <[email protected]>
Date:   Tue Jul 20 15:43:44 2021 -0700

    Merge pull request #48608 from Hirmuolio/integrated-battery

    Refactor battery usage

commit b69f4b0d6893c293113967746073e8478301cad1
Author: FeralFerret <[email protected]>
Date:   Tue Jul 20 11:54:22 2021 -0600

    Add small sludge trail to pupating zombies (#50079)

    * added small MF_SMALLSLUDGETRAIL to pupating zombies

    * Update src/monmove.cpp

    Co-authored-by: anothersimulacrum <[email protected]>

    Co-authored-by: I-am-Erk <[email protected]>
    Co-authored-by: anothersimulacrum <[email protected]>

commit 1502cd910c719a5e2155adb718fbfdd7459d8c25
Author: Tamiore <[email protected]>
Date:   Tue Jul 20 19:15:42 2021 +0300

    cordage_crafting_update

commit 42aef0c8bf6fcc504ba8d56f796ee4053f8a03ce
Author: Saicchi <[email protected]>
Date:   Tue Jul 20 12:53:29 2021 -0300

    Make bolt cutting an activity (#50057)

    * wirecutting activity_actor

    * bolt cutting use activity_actor

    Co-authored-by: Saicchi <[email protected]>

commit 46486695ddb44c5be6c0fb3f6e5763dd4d27c780
Author: LyleSY <[email protected]>
Date:   Tue Jul 20 11:46:57 2021 -0400

    fungal skeletal zombies (#49842)

    * fungal skeletal zombies

    * move fungal boomer

    * remove duplicates

    * most classic zombies fungalize

    * skeletal zombies fungalize

    * fix vision

    * no diff dupe

    * guilt free child death

    * update unhardcoded SMASH

    * simplify conflict

commit 2eab011fd889e384940a1775c9e345e0d2b05cc9
Author: somepersondunno <[email protected]>
Date:   Tue Jul 20 07:09:18 2021 -0700

    Corrects and cleans up descriptions on some clothing items. (#49928)

    * Cleans up some clothing descriptions.

    * Update torso_clothes.json

    * Fixes (hopefully) spacing issues.

    * Update legs_armor.json

    * Apply suggestions from code review

    Thanks for editing this, actual-nh!

    Co-authored-by: actual-nh <[email protected]>

    * Update data/json/items/armor/suits_protection.json

    Co-authored-by: actual-nh <[email protected]>

    Co-authored-by: actual-nh <[email protected]>
    Co-authored-by: Kevin Granade <[email protected]>

commit db097c5f8f657be032cb6bea2af54e2a3c51e750
Author: Serhiy Zahoriya <[email protected]>
Date:   Tue Jul 20 10:03:37 2021 +0300

    None "Minor improvement to pyvips installation docs and compose.py error text" (#50069)

    * minor improvement to pyvips installation docs
    * Improve wording when sprite was not found

commit 8e9a3ea01d23eb44f57632a9fb88727426559fbd
Merge: 2e6b01a96f ab865145b3
Author: Angela Graves <[email protected]>
Date:   Tue Jul 20 00:08:08 2021 -0500

    Merge pull request #50081 from eltank/fixbuild

    Fix clang-tidy error in character.cpp

commit 2e6b01a96ff0dae162f734752ece6b0dc655d4af
Author: I-am-Erk <[email protected]>
Date:   Mon Jul 19 20:53:02 2021 -0700

    ERROR: Signal lost in multiple units.  WARNING: Sensitive materiel may require retrieval. (#49892)

    * add zomborg harvest itemgroups
    not yet connected to the zomborg

commit 8020fed94ac61a3b1f4b9f69d23b8a77ec460687
Author: Kevin Granade <[email protected]>
Date:   Mon Jul 19 20:48:06 2021 -0700

    Still more aggressive workflow skipping (#50076)

    * Still more aggressive workflow skipping

    In the main build matrix, only run the full suite on C++ changes, if there are just json changes, still run the stages that depend on mod content.

commit ab865145b33e8cdf8a6b379b35ad10a3e37637b2
Author: eltank <[email protected]>
Date:   Mon Jul 19 20:45:08 2021 -0700

    Fix clang-tidy error in character.cpp

commit 1c6fc85057f85b59757ccac23bfb772325329886
Author: casswedson <[email protected]>
Date:   Mon Jul 19 17:46:39 2021 -0500

    fix JSON style error (#50071)

commit ba28bb665f785bf630bcd4ea2ae4f37478560719
Merge: 519d4ad258 47da85d72a
Author: Zhilkin Serg <[email protected]>
Date:   Mon Jul 19 20:17:33 2021 +0300

    Merge pull request #50065 from AMurkin/fix-cddatags

    Fix cddatags (`cherry-pick`ed commit from #49980 by @jbytheway)

commit 519d4ad258ef45e0ba605212a7bf52fa3fcecf53
Author: occulti <[email protected]>
Date:   Mon Jul 19 17:49:32 2021 +0100

    Fixed Morphine description to suggested one (#50061)

    Co-authored-by: Woe <[email protected]>

commit c33b303da54fb86359df1943384b863535fc2573
Author: Tamiore <[email protected]>
Date:   Mon Jul 19 19:48:24 2021 +0300

    Update tools_primitive.json (#50044)

    Resolves crafting bottleneck with cutting 1 requiring cutting 1

commit 59d9f8f76716a8b0946b6a84e996e93a5cfdbc6a
Author: Paul Fenwick <[email protected]>
Date:   Mon Jul 19 09:47:49 2021 -0700

    Allow the player to return with more merch to pay the merchant for cleanup help. (#50049)

    Previously if the player wasn't carrying any Merch, they could be
    flagged as having asked the front-merchant for help with Boris' cleanup
    effort, and be told they could "sweeten the deal", but could then never
    actually purchase help because the option would not show again.

    This commit moves setting the `cleanup_asked` var to when payment is
    actually made, and adds a "I might come back with some more Merch…"
    dialog option to help guide the player.

    Unfortunately this does not fix the quest for players who have already
    spoken to the merchant without any Merch.

commit 7e05d34e0fe0710c175758d70bb7f07eb2259e79
Author: eltank <[email protected]>
Date:   Mon Jul 19 08:33:56 2021 -0700

    Consolidate Creature::is_player() and is_avatar() (#50050)

commit 47da85d72a09a09435668adc51f4f405669ddbb4
Author: John Bytheway <[email protected]>
Date:   Mon Jul 12 09:04:05 2021 -0400

    Fix cddatags

    We were opening files in binary mode with an encoding.  This mistake
    used to be silently ignored, but is now an error, so fix that.

commit 9dc329cd03c4fd2bfbddffb2ab30e03fca69d560
Merge: a29524175c 0eb5691605
Author: Zhilkin Serg <[email protected]>
Date:   Mon Jul 19 14:26:20 2021 +0300

    Merge pull request #50058 from pjf/pull/dsa_infection

    Correct no_infection_chance to infection_chance in Dark-Skies-Above

commit a29524175c185a4399049c4f1295f77c0c7942a6
Author: anothersimulacrum <[email protected]>
Date:   Mon Jul 19 04:23:39 2021 -0700

    Prevent UB passing 0 to LIGHT_RANGE (#49949)

    Co-authored-by: Kevin Granade <[email protected]>
    Co-authored-by: actual-nh <[email protected]>

commit cc9391fe8a5594d2daf76e1aa47b65f4421b0420
Merge: fa057abf51 2b68b94e91
Author: Zhilkin Serg <[email protected]>
Date:   Mon Jul 19 14:21:48 2021 +0300

    Merge pull request #50053 from pjf/pull/hemo_chitin_fix

    Require hemostatic powder to require *powdered* chitin only.

commit fa057abf5103149dd6149e947cf2e745c70c174b
Merge: f522d23239 3d5eade394
Author: Zhilkin Serg <[email protected]>
Date:   Mon Jul 19 14:21:31 2021 +0300

    Merge pull request #50054 from Saicchi/astylefix

    Apply astyle to files

commit 0eb56916056255cc1843b2ac147a566f76ca06e3
Author: Paul Fenwick <[email protected]>
Date:   Mon Jul 19 21:18:21 2021 +1000

    Correct no_infection_chance to infection_chance in Dark-Skies-Above

    I'm assuming `infection_chance` is `100 - no_infection_chance`.

commit 3d5eade394cedcea611a3e1e3b76ea4cb0d3ea62
Author: Saicchi <[email protected]>
Date:   Mon Jul 19 04:56:36 2021 -0300

    astyle fix

commit 2b68b94e91434c3e100964ee75ee6477f8d2e216
Author: Paul Fenwick <[email protected]>
Date:   Mon Jul 19 17:43:32 2021 +1000

    Require hemostatic powder to require *powdered* chitin only.

    I don't see how chunks of chitin would turn into powder without a
    grinding instrument.

commit f522d232390c0ce76f748ccb2ccd7bdde334f99b
Merge: 0f646162aa 3d5c8f691d
Author: Zhilkin Serg <[email protected]>
Date:   Mon Jul 19 10:19:46 2021 +0300

    Merge pull request #48462 from GGgatherer/colorized-spells-in-spellbook-view

    Colorize spells in spellbooks

commit 0f646162aa2cbeac7fb682b170303e9d22d94e39
Author: Merrygin <[email protected]>
Date:   Mon Jul 19 09:19:01 2021 +0200

    Add/Fix sausage requirements (casings, funnels) (#48993)

    Co-authored-by: Schmitz, Jascha <[email protected]>
    Co-authored-by: Binrui Dong <[email protected]>

commit 0c9982dbbb086a333d453f5b63236303a561e1a6
Merge: 076b4734e1 b8b7a022b8
Author: Kevin Granade <[email protected]>
Date:   Mon Jul 19 00:17:38 2021 -0700

    Merge pull request #49887 from mqrause/private_contents_pt2

    Preparation to make the contents member of the item class private part 2

commit 076b4734e125ea331779b06c159ad7ff73e0800f
Author: Maleclypse <[email protected]>
Date:   Mon Jul 19 02:16:41 2021 -0500

    Wasp harvest for pupa and larva (#49878)

commit 38fbe27cd600a6069a183fa6d252a7cec3fb7f2a
Merge: 71378ebcb0 b347e6243e
Author: Zhilkin Serg <[email protected]>
Date:   Mon Jul 19 10:16:06 2021 +0300

    Merge pull request #50043 from Maleclypse/Hatchet's-aren't-melee-durable

    Hatchets aren't melee durable

commit 71378ebcb075c27296659bca676881b31d068038
Author: Venera3 <[email protected]>
Date:   Mon Jul 19 09:15:45 2021 +0200

    Unhardcode monster smash attacks  (#49316)

    * It lives!
    Range gets rewritten, the rest is to do
    * Longswipe
    no_adjacent and attack_chance as new variables
    Head/eye hits make no sense until they can actually break your neck.
    Co-authored-by: actual-nh <[email protected]>
    Co-authored-by: Kevin Granade <[email protected]>

commit 153c92395ef4be491758297ecb69b3b8fc03b40d
Author: Welp <[email protected]>
Date:   Mon Jul 19 00:13:24 2021 -0700

    Add time elapsed/remaining to effects info panel (#48917)

    * Add effect duration elapsed info, improve Pain Effect info
    Add effect duration elapsed info to info panel, add colored pain text to info panel
    * Improve effect time display
    Moved estimate_effect_dur() to Character, and improved implementation.
    Co-authored-by: Kevin Granade <[email protected]>

commit d0be27ac9c67602056cc2a6a34b6728ab28ac671
Merge: 73a5d892cf 402f81250d
Author: Kevin Granade <[email protected]>
Date:   Mon Jul 19 00:08:58 2021 -0700

    Merge pull request #49598 from jbytheway/update_compiler_support

    Update compiler support now that Ubuntu Xenial is out of support

commit 73a5d892cf61583b76b4cc704f4faaec6a632e6f
Merge: 8b108345bf 066e46a31f
Author: Angela Graves <[email protected]>
Date:   Mon Jul 19 00:21:35 2021 -0500

    Merge pull request #50019 from RoyBerube/body_dupe

    Avoid extra zombie revives from one corpse

commit 8b108345bfa7669478abf3629232aad559e7733b
Author: John Bytheway <[email protected]>
Date:   Mon Jul 19 01:07:04 2021 -0400

    No sentinel for closest_enemy_to_friendly_distance (#50037)

    This function returning a sentinel value was causing UB due to integer
    overflow.  Also, the sentinel it actually returned wasn't the one the
    docs claimed it did.  Replace with an optional to reduce confusion.

commit 38a7d7a408b7e7d5fc4d71f8f027ca8e793d3441
Author: Kevin Granade <[email protected]>
Date:   Sun Jul 18 21:49:17 2021 -0700

    Update crafting_gui.cpp

commit 402f81250dc2cc01c66b95f5a6897829e5dcb9d0
Author: Kevin Granade <[email protected]>
Date:   Sun Jul 18 20:35:54 2021 -0700

    Update doc/COMPILING/COMPILER_SUPPORT.md

    Co-authored-by: actual-nh <[email protected]>

commit 08cac8a9ab292a2df66bca2dc10d0045326106da
Author: Kevin Granade <[email protected]>
Date:   Sun Jul 18 20:35:42 2021 -0700

    Update matrix.yml

commit 023b3bbe7a437783479062210cc6cf636fca44dd
Author: Paul Fenwick <[email protected]>
Date:   Sun Jul 18 20:11:03 2021 -0700

    Base NPC auto-eating on hunger, not stored kCal (#49494)

    NPCs would only eat if they had less than 95% of their healthy kCals
    remaining, however they would still be *hungry*, and would still
    complain about this, refuse to train the PC, etc. This would result in
    the annoying situation of having to endure a whingy NPC until they learn
    to eat for themselves, or spoon-feeding them and having them be
    completely player-dependent.

    This PR attempts to unify what causes the NPC to complain or not
    cooperate (their hunger level) with when they eat, so we're less likely
    to have NPCs complain about being hungry with food in their inventory.

commit 4f2d9533242e585123434bf9c2e18d5995169950
Author: Ramza13 <[email protected]>
Date:   Sun Jul 11 17:26:35 2021 -0400

    Add morale and focus functions

commit 8d53c5818bef4df5390f2cd3dfd0f182d0c14cc3
Author: Kevin Granade <[email protected]>
Date:   Sun Jul 18 19:37:33 2021 -0700

    More agressive skipping of duplicate workflows (#50042)

    * More agressive skipping of duplicate workflows

commit 91dccb2a590033483c011e26b1395d3a122b4726
Author: Fris0uman <[email protected]>
Date:   Mon Jul 19 03:08:28 2021 +0200

    Update Tilesets 21-07-19 (#50041)

    * Update MSX 2021-07-19

    * Update Ultica

    * Update Chibi Ultica

    * Move overlay ordering to its own file to avoid overriding it in future updates

    * Update Retrodays

commit 81995f4f76d02fb12799434ea3aba032cd246f33
Author: Welp <[email protected]>
Date:   Sun Jul 18 17:38:57 2021 -0700

    Make apply_light_arc() use castLight() (#49183)

    * Update apply_light_arc() to cut arc into octants.

    Operates clockwise, from opening angle (center-width/2) to close (center+width/2). If opening angle isn't a multiple of 45 deg, render it to the next 45 degree angle the slow way. calculate the number of octants and the starting octant, then walk clockwise calling appropriate castLight() versions. Then, if part of the arc is still left, do it the slow way.

    Todo: name things better and optimize

commit fa71f581914a66b07bef7e796ea20233701ef881
Author: Saicchi <[email protected]>
Date:   Sun Jul 18 21:19:20 2021 -0300

    Butchering use best tool in crafting radius (#48930)

    * max_quality with radius
    * butchering get best tool
    * use max_quality visitable function

commit 3c1422793a2db3db4e1401a20b2e5196b5f92c06
Author: Hirmuolio <[email protected]>
Date:   Mon Jul 19 03:04:14 2021 +0300

    fix complaints (#50036)

commit b347e6243e01f71c53d0c460ef4bf5272d36bbb0
Author: Maleclypse <[email protected]>
Date:   Sun Jul 18 18:35:19 2021 -0500

    Update woodworking.json

commit a27f8015b42c8972e0447daeb757ebf1b523cce8
Merge: 16c37da66a 44a63cbd68
Author: Zhilkin Serg <[email protected]>
Date:   Sun Jul 18 21:28:24 2021 +0300

    Merge pull request #50032 from occulti/FixVehicleFuel

    Changed Humvee jerrycans to use JP8 fuel (#50008)

commit 16c37da66ace2d75635198e7412508b097985170
Author: Atsumari <[email protected]>
Date:   Sun Jul 18 10:55:32 2021 -0700

    Vehicle plates recipe rework (#49947)

commit eaf38de35a1660488945ed272f59c7fa0dfe92c2
Author: AccountAlias <[email protected]>
Date:   Sun Jul 18 13:54:44 2021 -0400

    Fix zombie grabs and bites (#49948)

    Co-authored-by: Anton Burmistrov <[email protected]>

commit 4f587500dfebd67ba428bb6a6a6a6178852a7006
Merge: 440cbd0e9a 0b385a94d5
Author: Zhilkin Serg <[email protected]>
Date:   Sun Jul 18 20:54:19 2021 +0300

    Merge pull request #49957 from eltank/hiddenlabfind

    Improve chance to find hidden lab in MISSION_SCIENCE_REP_3

commit 440cbd0e9abd7a7af4a6484fb0cf64f552cb9762
Author: martinrhan <[email protected]>
Date:   Mon Jul 19 01:53:36 2021 +0800

    Refactor the json files relative to the three rigs among Aftershock and BlazeIndustries (#49977)

commit f16c224166ffac3c83881fd97d0f6df182346c8d
Merge: cc162a0549 ec7e18f9d8
Author: Zhilkin Serg <[email protected]>
Date:   Sun Jul 18 20:53:08 2021 +0300

    Merge pull request #50000 from int-ua/bn-46755

    Bugfixes "Port fix for 'phantom fuel' from Cataclysm-BN"

commit cc162a0549f0c2d7e4b4e5d7e68038b5c901de70
Merge: 605451f0c7 319d49cca9
Author: Zhilkin Serg <[email protected]>
Date:   Sun Jul 18 20:52:53 2021 +0300

    Merge pull request #50009 from curstwist/lab_parking_lot

    Add modular lab parking lot

commit 605451f0c7352b12a08eb5acd02c1ae9de341e1e
Merge: 651b617e23 5e1585f95c
Author: Zhilkin Serg <[email protected]>
Date:   Sun Jul 18 20:52:41 2021 +0300

    Merge pull request #50006 from mlangsdorf/helicopter_fuel_fix

    vehicles: helicopters do not have 100% load in idle()

commit 651b617e23f33297b333263671f5819f5ee16c01
Merge: 8d17b33cf7 c34957b9af
Author: Zhilkin Serg <[email protected]>
Date:   Sun Jul 18 20:51:15 2021 +0300

    Merge pull request #50028 from casswedson/read-the-checks

    Mention checks in PR template

commit 8d17b33cf7d2663b618e48a5348939aad7cbf294
Merge: e33cd927c6 983b89ed2f
Author: Zhilkin Serg <[email protected]>
Date:   Sun Jul 18 20:50:52 2021 +0300

    Merge pull request #50021 from BrettDong/death-message

    Translate monster death function messages

commit e33cd927c6ec587d6e339254ef91e1e60196c7d6
Merge: 251380d467 ecde8c5ef7
Author: Zhilkin Serg <[email protected]>
Date:   Sun Jul 18 20:49:46 2021 +0300

    Merge pull request #49910 from AxemaVales/fix-mdeath-summons

    Fix for mdeath summons

commit 44a63cbd6817ff05c5a942d48b24da6caaf41319
Author: Woe <[email protected]>
Date:   Sun Jul 18 16:58:45 2021 +0100

    Changed Humvee jerrycans to use JP8 fuel

commit 251380d4672fb9c71914d91109dc58527ed72606
Author: curstwist <[email protected]>
Date:   Sun Jul 18 11:45:14 2021 -0400

    lab nested chunks 2 (#49991)

    * lab nested chunks 2

    security, commercial, cargo, maintenance, science_common

    * changes from feedback.

commit ccf5c45f2fe66b00f0dfba2e08186e84509dc3d4
Author: curstwist <[email protected]>
Date:   Sun Jul 18 11:44:47 2021 -0400

    Lab nests 1 (#49990)

    * lab_nested_maps_1

    medical, mutagen, residential nests, edits to nested_common.

    * Update lab_nested_mutagen.json

    * incorporate feedback changes

commit ac8144608786941be1c4d…
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oops. I'm just going to make a new rebased PR for this I think

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