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Roughen up river edges #7696

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@vache
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commented May 20, 2014

River banks are no longer so straight. Bridges still have deep water directly at the edges.

Not sure what the extra commits are...

vache and others added some commits May 10, 2014

Fixed several overmap special placement bugs. Roads align (mostly), b…
…uildings rotate correctly, no more gas stations on bridges
Add the ABSORBENT flag only if the item does not already have it.
Note that item::has_flag checks the item tags of the item type, too. For a (dry) towel it returns true and the item instance does not get the ABSORBENT flag.
Also changed to get the item type to revert to from json data: it_tool::revert_to
Don't consume worn item, print a message instead.
Print a message when attempting to wear a worn item.
Update professions.json
added a profession Bionic Prepper. a few CBM's losing a couple skills and the lighter
Search for item type in itypes when not found in Item_factory::m_temp…
…lates because newly created artifacts add their itype only to itypes and not to Item_factory::m_templates.

Removed the c_str call whose result is converted to a std::string anyway.
Don't call monster::die when a hallucination monster should disappear
Instead set it to be dead. game::cleanup_dead takes care of the actual death (and calls monster::die).
Remove static modifiers from local variables in MonsterGernerator fun…
…ctions:

The values contained in those static variables can change when a new game is loaded because the previous world data is reset and reloaded.
This will eventually lead to new monster type pointers, the previous pointers (stored in the static variables) are than invalid.
Changing Bionic Prepper to be more balanced, lowered skillset and pow…
…er storage changed metab to torsion upped profession cost to 8

Rivet-the-Zombie and others added some commits May 16, 2014

Change item::material to return a material pointer directly.
Previously item::material returned only the material ident. That ident has been used to get the material_type object. Now this is already done by the get_material function.

Use material ident null instead of empty ident for is_null check. The
json file contains a material with ident "null" and some code also
relies on it.
Search for translated material name in game::list_items_match
Also made search for category and material case-insensitive.
load item group for vending machine specials from mapgen json
Fix the error reporting, second parameter to JsonObject::throw_error is the name of the offending member
throw_error does not perform printf-style string formatting.
Took a moment to do minor tweaks and updates to the compilation guide…
… for Mac. Mainly clarifications (things that I stumbled with) and formatting changes (fixes a few markdown errors). Also reminds me how to do a pull request on github.
Tetanus tweaks.
Makes tetanus slightly less brutal on the sufferer (reduced the constant
falling on your face part) and harder to contract in the first place,
makes tetanus respect the infection resistance/immunity traits, adds
chance of infection to falling in spiked pits, reduces infection chance
from bear traps (they don't generally create the type of wounds that
tetanus thrives in), and makes tetanus respect medical bionics.
Fix 32 excess points in char creation bug
If you created a custom char, you received 32 points than you should.
@KA101

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commented May 20, 2014

Probably a Wonky merge update. if cfd3743 is all you need, then we can cherry-pick that easily enough.

@KA101 KA101 assigned KA101 and unassigned KA101 May 21, 2014

@kevingranade

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commented May 22, 2014

cherry-picked cfd3743

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