[quote=“elauminx, post:67, topic:5841”]LOC might be oversimplified way of looking at it, but it is a sign of a disease still plaguing the code base as a whole (externalizing .json might be a way to attract modder community, but doesn’t cure the logic bombs still persisting in the C++ code driving the content). Random example: I’ve looked at the quiver/auto-pickup PR… and… storage capacity of this item being driven by “_N” string affix in one of its flags? LIKE… siryouslly…
SO, I can wager a guess that most of those 10kloc was motivated by the need to ad hoc logic modifications in disparate (though similar) aspects of the game.[/quote]
Or it could be, you know, the:
[ul][li]Addition of most JSON content instead of hardcoding everything[/li]
[li]The rework of the entire map storage system to gradually load/save maps[/li]
[li]The addition of the entire tile set handling code[/li]
[li]The addition of the ability to play sounds/music[/li]
[li]The addition of pretty much the whole debug system[/li]
[li]The addition of all the Creature class framework, which is the basis of the NPC rework[/li]
[li]Moving to a standardized, more spaced out and readable coding style (this accounts for several kloc by itself)[/li]
[li]Actually adding comments to the code so that contributors understand how things work (and we’re still at one of the lowest %'s of C++ projects comment-wise, this also accounts for several kloc)[/li]
[li]Splitting tons of things from map generation out into their own functions like they are supposed to be (instead of a single 15,000 line switch statement)[/li]
[li]The addition of the entirety of the world factory[/li]
[li]The addition of the entire modding system[/li]
[li]The addition of basic mouse support[/li]
[li]Every scrap of forward/backwards save compatibility[/li]
[li]The addition of the “recipes in books” system[/li]
[li]Complete rework of the bashing and breaking systems[/li]
[li]A total rework of the martial arts system to the current one[/li]
[li]Addition of all other language frameworks and their accompanying translation files[/li]
[li]Ability to adjust city size and zombie/item spawn rates[/li]
[li]The entire weight rework to a sensible system[/li]
[li]Vehicle collisions that no longer send vehicles ping-ponging off at Mach 7[/li]
[li]All vehicle wreck spawning[/li]
[li]Dozens of crash fixes[/li]
[li]Setting up mac to compile easily and properly[/li]
[li]Switching from SDL over to SDL2[/li]
[li]Complete rework of the key mapping system, with only 1 step more to go before there are no more hardcoded keys at all[/li]
[li]Making sleep, waiting, and long-term crafting actually perform at a decent speed (instead of taking minutes per “tick”)[/li]
[li]The entire advanced inventory screen[/li]
[li]The addition of the ability of mutations to affect wet penalties/bonuses[/li]
[li]The addition of sensible wet morale effects[/li]
[li]Two different reworks of the encumbrance system[/li]
[li]A complete rework of the gun mod system to allow only sensible mods[/li]
[li]Huge monster performance improvements, now the game can actually handle the number of zombies used in 40x spawn, instead of crashing when it tires to[/li][/ul]
Yes, a lot of content has been added, but you are completely ignoring the massive number of behind-the-scenes additions and changes that have gone on. Even if I didn’t like the current content I’d still take the current version over version .5, if only because the current version has the frameworks in place needed for me to change the content to the way I want it, instead of requiring me to compile my own version just because I wanted to adjust the to hit bonus of a single weapon.
As for the quiver PR, there’s a reason it hasn’t been merged yet and is still up for review.