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Merging Conflicts again - trying to wrap up this week. #12
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a-chancey
merged 564 commits into
a-chancey:TailoringRecipeOverhaul-Cotton
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CleverRaven:master
May 2, 2022
Merged
Merging Conflicts again - trying to wrap up this week. #12
a-chancey
merged 564 commits into
a-chancey:TailoringRecipeOverhaul-Cotton
from
CleverRaven:master
May 2, 2022
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New mod: Tamable Wildlife
* creates proper rope uncraft recipes * linting * linting (better) * linting (best) probably copy and pasted the linted text wrong. not sure what's happening
…of-setting stuff. (#56964) * Create zombie_heads.json * Weakpoints to ensure zombies can only get hurt by headshots * Update modinfo.json * deadly bites * Update modinfo.json * Update effect.json * fine tune some weakpoint settings * lint * hitting the zombie's chest can stagger it too, particularly in melee * block portal storms and limit scenarios * playtest fixes * Adjustments from play testing Went back to zombies being vulnerable but tough, with headshots the *main* way to kill them. * adjust what is considered a classic zombie * allow bleed_rate updates * Update weakpoints.json * Update weakpoints.json * Update weakpoints.json * mangled legs back in * lint * Coup de grace attacks on downed zombies * Update weakpoints.json Reduce the 'gaps in armour' thing and make arm and leg hits less harmful to the zombie except the status effect part. * Update weakpoints.json You can stagger and down a zombie without doing any damage * Update effect.json * fix messages not applying * forgot a tag
Co-authored-by: mqrause <[email protected]>
* Chloromorph is now an explicit upgrade to Roots * Parentheses are hard... Co-authored-by: I-am-Erk <[email protected]>
featuring Termineitor244 Faalagorn Ilysen Aerin-of-the-Toast anoobindisguise PatrikLundell TheShadowFerret I didn't add Jan-Blasiak cuz they didn't show up when I tried to reference their username NOTE squash this commit
* Not fully json convert * second * fix * Updates * Update effect_on_condition.json * Update npctalk.cpp * Update doc/NPCs.md Co-authored-by: haveric <[email protected]> * Update doc/NPCs.md Co-authored-by: haveric <[email protected]> * Update doc/NPCs.md Co-authored-by: haveric <[email protected]> * Update doc/NPCs.md Co-authored-by: haveric <[email protected]> * Update doc/NPCs.md Co-authored-by: haveric <[email protected]> * Update doc/NPCs.md Co-authored-by: haveric <[email protected]> * Update doc/NPCs.md Co-authored-by: haveric <[email protected]> * Update effect_on_condition.json Co-authored-by: I-am-Erk <[email protected]> Co-authored-by: haveric <[email protected]>
* Item insert: don't consider nested pocket that already contains item * Item insert: unit test
* UI fixes * remove extra space * fixes for clang * first kick * More Robust Limb Consolidate * clang appeasement * broken still but progress * Just needs cleanup and organization * cleaned up UI a bit * clang fixes * time to check the tests online * more clang cleanup * more clang cleanup * this change too * more test fixes * comment unused function inputs * test should all work now
* Add hunger/thirst crafting distractions * Update src/player_activity.cpp Co-authored-by: Anton Burmistrov <[email protected]> * Update src/player_activity.cpp Co-authored-by: Anton Burmistrov <[email protected]> * Update src/player_activity.cpp Co-authored-by: Anton Burmistrov <[email protected]> * Update src/player_activity.cpp * Update src/player_activity.cpp Co-authored-by: Anton Burmistrov <[email protected]> Co-authored-by: David Seguin <[email protected]>
More Rigid Fixes
* Update recipe_food.json * Update recipe_others.json * Add files via upload
* Require prereq profs for speed knapping and adv. bandaging practice * Linty boi * Swimming gloves are soft * Revert "Merge branch 'ShowPrereqProfs'" This reverts commit d3b925e.
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[Python]
<Documentation>
Code: Build
Code: Tests
Code: Tooling
Items: Ammo / Guns
Mods: Aftershock
Mods: Dark Days of the Dead
Mods: Dark Skies
Mods: Generic Guns
Mods: Magiclysm
Mods: MMA
Mods: No Hope
Monsters
NPC / Factions
SDL: Tiles / Sound
Spawn
Translation
Crafting / Construction / Recipes
Appliance/Power Grid
Lore
Limbs
Bionics
Map / Mapgen
Player Faction Base / Camp
Mods: DinoMod
Mods: Innawood 🌲
Mods
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May 2, 2022
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Nov 29, 2023
* Prevents game occasionally seemingly hanging when moving to new submaps The reason for the previous problem was an infinite loop caused by: 1. `map::spawn_monsters_submap` for-loops the list of `current_submap->spawns` 2. for every spawned monster, it calls `monster::on_load` 3. `monster::on_load` calls `monster::try_reproduce`, which in turn calls `map::add_spawn` 4. So a new spawn is added, thus invalidating the iterator used in step 1 5. Undefined behavior caused by using invaliated iterators. On my compiler (gcc 13.2.0), the above problem had the following effect: * The reference `spawn_point &i` pointed to something totally different, so that in particular, `i.count` had garbage values * Instead of `i.count` being reasonable values such as `3` or `1`, the above undefined behavior made it have values such as `925969776` or `-632214304` * `i.count` is the upper bound for the inner for-loop in `map::spawn_monsters_submap`, so depending on the garbage value, it might seem like an infinite loop. Stacktrace of app when frozen and problem happened: ``` #0 0x000055a1eaf36dcb in creature_tracker::find(coords::coord_point<tripoint, (coords::origin)1, (coords::scale)0> const&) const () #1 0x000055a1eaf39253 in Creature* creature_tracker::creature_at<Creature>(coords::coord_point<tripoint, (coords::origin)1, (coords::scale)0> const&, bool) () #2 0x000055a1eaf393b5 in Creature* creature_tracker::creature_at<Creature>(tripoint const&, bool) () #3 0x000055a1eb357a53 in map::spawn_monsters_submap(tripoint const&, bool, bool)::{lambda(tripoint const&)#1}::operator()(tripoint const&) const () #4 0x000055a1eb3a976e in random_point(tripoint_range<tripoint> const&, std::function<bool (tripoint const&)> const&) () #5 0x000055a1eb37dd2d in map::spawn_monsters_submap(tripoint const&, bool, bool) () #6 0x000055a1eb37de77 in map::spawn_monsters(bool, bool) () #7 0x000055a1eb093981 in game::update_map(int&, int&, bool) () #8 0x000055a1eb094451 in game::update_map(Character&, bool) () #9 0x000055a1eb09530f in game::place_player(tripoint const&, bool) () #10 0x000055a1eb0b3a0e in game::walk_move(tripoint const&, bool, bool) () #11 0x000055a1ead27490 in avatar_action::move(avatar&, map&, tripoint const&) () #12 0x000055a1eb0f338c in game::do_regular_action(action_id&, avatar&, std::optional<tripoint> const&) () #13 0x000055a1eb0f6e63 in game::handle_action() () CleverRaven#14 0x000055a1eafbd9ea in do_turn() () CleverRaven#15 0x000055a1eaa5ec13 in main () ``` This commit instead changes the loop in step 1 above so that it explicitly *not* uses iterators, but instead old-fashioned indexed loop. The intention with the change is to allow other parts of the code to add items to the vector `current_submap->spawns` while we are iterating it here. If new items are added, they will be handled in later steps of the loop.
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Labels
Appliance/Power Grid
Bionics
[C++]
Code: Build
Code: Tests
Code: Tooling
Crafting / Construction / Recipes
<Documentation>
Items: Ammo / Guns
[JSON]
Limbs
Lore
Map / Mapgen
Mods: Aftershock
Mods: Dark Days of the Dead
Mods: Dark Skies
Mods: DinoMod
Mods: Generic Guns
Mods: Innawood 🌲
Mods: Magiclysm
Mods: MMA
Mods: No Hope
Mods
Monsters
NPC / Factions
Player Faction Base / Camp
[Python]
SDL: Tiles / Sound
Spawn
Translation
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