Author: Kevin Granade <firstname.lastname@example.org>
Description: Update changelog
Origin: upstream, https://github.com/CleverRaven/Cataclysm-DDA/pull/28435
@@ -187,6 +187,19 @@
Selfies can be made and stored on camera.
NPC photos show visible mutations.
Enable Loot Zones to bind to vehicle Cargo parts.
+Add support for amphibious vehicles.
+Adds Zone Activity to harvest plots.
+Specific guns can be targetted in json gunmods.
+Add a debug option to spawn map extras.
+Adds a context menu when examining seed drill and advanced seed drill: reload them with seeds.
+Adds a Morale boosting chitchat with friendly NPCs as an activity.
+Update bone mending machine to use mend mechanics instead of magic stemcell treatment.
+Add new pet menu option for survivor to play with certain tamed pets to increase morale.
+Improve traction handling and add new wheel types.
+Shout commands for NPC wake-up and relax.
+Food recipe results' calories and vitamins now based on components.
+Adds skinning butchery action.
+Forests now partially block wind turbines output.
@@ -320,6 +333,15 @@
Added outbuildings to default farm.
Regularize city grid and allow large in-city specials.
Adds area_name into info box when looking_around.
+Adds gunmods that add slots for more gunmods.
+Adds four new NPC backstories available to all NPCs.
+Added Electroreceptors as a starting mutation to the Challenge-Lab scenario.
+Adds medicine to help nausea.
+Added new Martial Art: Sōjutsu.
+Upgrades the outer walls of the refugee center and fills the waiting area with beggars.
+Allow multiple inputs for rifle portion of rifle turret.
+Adds new vehicle part : a wind turbine.
+Generates wind direction and improves wind strength random-ness.
@@ -561,6 +583,18 @@
Crafting-gui - colorize book enumeration.
Veh_interact.cpp - colorize cargo volume.
Sounds: add descriptions to player shouts.
+Allow installed bionics to be displayed in tiles mode.
+Allow separate tiles for activated mutations/bionics.
+Bionic power - equalize names and colorize values.
+Don't reveal wall connections the player should not know about.
+Automatically calculate monster difficulty.
+Player display: add support for hidden traits.
+Player character will open closed fence gates when walking, will vault over the fence gate when running.
+Allow multiple filters for crafting recipes in crafting menu.
+Status includes approximate times for NPC needs.
+Crafting GUI Filter saves history; possibility to move trough history with arrow keys.
+Changes text color to match map note color.
+Bind '?' to open keybindings window by default.
@@ -622,6 +656,10 @@
Convert Bright Nights region_settings to region_overlay.
Added anthill, bee, and large zombie exclusion mods.
MSX Dead People tileset update and make it default.
+Adds new mod Growable pots.
+Mainlined Tall Buildings mod.
+Add urban development buildings to city spawns.
+Salvaged Robots: More robot themed professions.
@@ -795,6 +833,16 @@
Rework vehicle safe and max velocities based on physics.
Adding more requirements to screwdriver set recipe.
Causes corpse damage level to negatively affect butchery yields.
+Adjust PRY ability levels.
+MBR vests weight and recipe fixes.
+Reset aim of bows between shots.
+Refine forest trailhead placement.
+Adjust clay distribution in forests and on river banks.
+Rebalance comestibles' calories, vitamins, weight, and volume.
+Made vitamin deficiencies slower to accumulate.
+Rebalances recipes to be closer in calorie count for input and output.
+Increases duration of most morale effects
+Rapid metabolism made purifiable.
@@ -929,6 +977,39 @@
Fixed zombie necromancer was able to revive zombies pulped by a very hard hit.
Fix aiming anywhere after player has moved.
Applies radiation mitigation to all sources.
+Adds minireactor to electrical power calculation.
+Fixes gunmods that add non-auxiliary gun modes.
+Fix NPC weapon wielding turn cost.
+Fix monsters' special attack description not translated.
+Fix aiming via mouse click.
+Skinning animals smaller than Great Pyrenees now possible.
+vehicles: don't let drag stop vehicles in active cruise control.
+No map extras in refugee center (for now).
+Greater search range for refugee camp bandit missions.
+Allows vehicles with a seed-drill to plant seeds
+Fixed time cost for auto-mining.
+Fix crash related to null pointer in creature tracker.
+Make fire extinguishers work again.
+Fix ASCII fallback for corpses.
+vehicles: improve split logic.
+game: adjust vehicle driving offset based on the new speeds.
+Unloading ammunition belt can be interrupted.
+Fix HP not being recalculated during chargen.
+Restore ability to use recipes from eink tablet.
+Made Mycus Fireproofing and Mycogenesis consistent, and they will no longer prevent your clothes from burning.
+Correct several uses of distance metrics.
+basecamp: retrieve companions sent to do expansion crafting.
+Fix wall connectedness on tiles builds with tiles disabled.
+vehicles: only sink vehicles in deep water.
+Prevent NPC duplications when climbing stairs and colliding with a monster.
+Prevent zone activities from working across z-levels.
+Fix lighting of exterior walls by player-held light sources at night.
+Move control laptop time investment to be before hacking attempt.
+Respect `looks_like` for memorized tiles.
+Disallow pseudo items in crafting component selection.
+Fix calculation of chance to persuade NPCs to train.
+npc: fix NPC followers not closing doors.
+Serialize recipe charges.
@@ -975,6 +1056,10 @@
Improve performance of encumbrance calculations.
Lazily load sound effects as they are encountered instead of at application startup unless explicitly preloaded.
Faster color name lookup.
+remove recursive call from open_or_close() .
+Performance boost for SDL drawing using color modulated textures.
+Improve sorting large numbers of items into zones.
+Optimize inbounds check and reactor lookup.
@@ -1139,6 +1224,32 @@
Replace tag_colored_string with colorize.
Run tests for CMake CI build.
Simpler test randomness seeding.
+Enable functional boats phase.
+npctalk: add more conditions and dynamic line options.
+npc: remove hardcoded mutation modifiers to opinions and use JSON values
+Adds not-quite implemented basic analytical tools for chemistry.
+Fix city districts and increase default size.
+npctalk: add u_sell_item effect.
+npctalk: add a simple pseudo-switch for responses.
+Fix NPC class loadout selection.
+npctalk: add mutation threshold flags, static and starting NPC traits, and a basecamp count.
+Document units for power and energy_consumption.
+Replaced hardcoded terrain list with checking of terrain flag.
+Change within_visual_range function to reflect usage.
+Allow more specific control over tests run in CI.
+Improves structure of background stories to prepare for other types of inquiry.
+Improvements to player_activity regarding distractions.
+npctalk: add true/false responses and CONDITION trials to JSON.
+Allow flag-based blacklisting and whitelisting of overmap locations on a per-region basis.
+npctalk: add a bunch of new options to JSON.
+Rationalize Visual Studio compatibility code.
+Mutation loading now uses generic_factory.
+Make route_adjacent available to all activity handlers.
+Moved wind generation variables to regional_map_settings.json.
+npctalk: move NPC needs to JSON.
+npctalk: move NPC follower AI rules to JSON.
+npctalk: move almost all dialogue into JSON.
+JSONnizing CBM slot feature.