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47 hoursAdd new file setup screen, for selecting preset, rando/vanilla and seed (#1829)Garrett Cox
3 daysShuffle keaton grass and some more missed grass (#1822)Garrett Cox
11 daysSync shaders from LUS (#1804)Garrett Cox
2026-07-11Implement skeleton key (#1776)Garrett Cox
2026-07-08gGiScaleMtxJameriquiah
2026-03-10Add Flippers Icon (#1586)ItsHeckinPat
2026-01-09[Rando] Shuffle Ocarina Buttons (#1303)Caladius
* Import Models * Give and Draw for Models * Logic updates, need to do Evans Song * Update OnFileCreate * Fixes * clang * Implement Japas Jam Session * Update naming uniformity * Rename Logic * ugh * Fixes VB, Logic, and removes magic numbers from Starting Items Macro. * Adds Item Tracker implementation * Adds Scarecrow song check and makes feedback changes. * Stop error chime from starting an EDM album. * Update mm/2s2h/Rando/MiscBehavior/OnFileCreate.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/Logic/Logic.h Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/Logic/Logic.h Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Enhancements/Songs/SkipScarecrowSong.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Undo Swim change (no idea why i did this) * Reworked Hook * Cleanup * Clean up Fix bug with SkipScarecrowSong Fix Zora Ballad logic Grant Ocarina buttons when not shuffled Fix VB_PLAY_OCARINA_NOTE boolean Re-instantiate starting items RI adjustment Swap Ocarina right and left --------- Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
2025-11-24Port Input Viewer from SoH (#1345)Glought
* Port Input Viewer from SoH * Made Changes requested by Eblo for "InputViewer.h" and "InputViewer.cpp" * Renamed the button PNGS back to the original names from SoH Custom .otr files for the InputViewer on SoH should work. * Ran Clang Format * Removed unneeded code from "BenPort.cpp: Line 186: controlDeck" Removed unneeded code from "BenPort.h" Ran Clang Format
2025-10-30[Rando] Implement Traps (#1287)Caladius
* Initial Trap Implementation with 1 Trap Example. * New TrapTypes and Per Trap Custom Messages * Spruce up Menu and add placeholders for toggling traps * Reordering and clean up * Seeded Trap Models * Trap Type Opt-in * Add Jinx Trap * Add Enemy (Like Like) Trap * Fix Shop Item draws and convert for Progressive * Placeholder for Custom Model * Implemented time trap[Please Squash this] (#13) * Implemented time trap * Finished comment because im braindead today * Forgot to fix indentation(whoops) * Changed things not mess with the games code, added some more Time Trap messages * Removed a include I forgot to yoink from the base code. * Removed header define for VerifyTimeSkip * Clangit * Missed some leftovers from a merge conflict. * Clang format throwing a fit over a empty line * Added Timeskip CVar placeholder * Fixed issue where game crashes past midnight * Added Moonfall skipping prevention messures. * Added fallback loop to handle the remaining cycles in the event of a overflow. * Cleaner implementation * Keep it simple stupid * changed function name to be more accurate * Removed outdated comment, used TimeSkipInc for moonfall skip prevention * Reverted max trap(accidentally pushed it while testing) * Removed old unused value * Reduced the iteration by 1 to be closer to where it was at before. * Will this fix Windows? * Added TRAP_TIME to trapToCvarMap * Corrected typo on comment * Clangit...again * Added calls to load environment values and adjust the weather. * Update Time Trap and clean up code * Add Flash effect to Time Trap * Added a few more timeTrapMessages * I hate you clang format * Fix Trading Post Kick Out Time * Added map for all locations I can think of that close. * Clangit yet again * Removed Inn handling because the edge case related to it closing cannot happen * Corrected a whoopie I made when I was dealing with a conflict * Removed pointless condition check that is always true * Removed duped variable * Removed unnecessary data from SCENE_8ITEMSHO kickout entry * Removed now used TRADING_POS_ACTOR_PARAM --------- Co-authored-by: Caladius <clatini88@gmail.com> * Comment out Kick Out code for later TODO * Clean out commented code * Adds Wallet Trap and updates some tooltips * More Trap Messages * Even more trap messages * moooooore messages * update for clang * Feedback changes for Time Trap * Update Trap functions * Fix Matrix call * Trap Model Import (Thanks Zrc) * rename * Adjust size * update name for uniformity * Update mm/2s2h/Rando/MiscBehavior/Traps.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/MiscBehavior/Traps.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * feedback updates * Update notifications to remove color codes from trap messages when item skip is on * VBify Object Dependency * Fix comma * fix headers * Refactor ObjectDependency hook * Check if item get cutscenes are being skipped * Use brackets for LUS include * Header update --------- Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com> Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
2025-10-15[Rando] Shuffle Swim (#1087)Caladius
* Shuffle Swim + Central Logic * East Logic * Great Bay Temple (hopefully) * North Logic * Pirates Logic (Hopefully) * South Logic * West Logic * Fix Termina Field Logic * Fix Great Bay Temple Logic * Feedback Changes * Split Southern Swamp North * Update Swamp and GBC logic * missed one * Feedback Updates * fix syntax * Split Marine Lab Exterior from GBC * replace Bronze Scale wording in Menu. * Additional logic pass for swim ability * Mimic Deku hop failure event when touching water Separate Woodfall owl statue platform into own region * Import Model * Add to 2ship.o2r * Add Model Selector * Update Model * Clean remove model for replacement * Import new model extract from Dana * Testing * pathing change * Pushing for someone to look at the model crash issue. * Enable DrawAbilityItem to take in multiple items when more get added. This is ready to go. * Feedback Changes * clang * Revert "clang" This reverts commit e09482f8b83c39f4678a9c349ed9061f2e002251. * Undo clang for once lol * Do not skip pushing Mikau if no swim ability * How did I mess that up * Fix changes * clang bullsh*t --------- Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
2025-07-09Add Rando Grass Model Fade-In (#1174)balloondude2
* grass fade in proof of concept * finish rest of models
2025-06-12[Rando] Add Grass CSMC (#1170)balloondude2
* wip grass models * grass csmc * fix issue with objGrass * cleanup includes * fix interpolation
2025-05-18LUS update (#1142)louist103
* LUS update * Commit backend refactor * Cleanup tinyxml includes * Add LUS again * Rebase LUS * LUS bump * Point to LUS main * Fix metal * Bump LUS to test * Chagnes for removed cvar dropped file
2025-03-25Fix incorrect directx shader condition for texture coordinates (#1089)Archez
2025-03-23Fix typo in DX shader (#1088)Archez
2025-03-22Bump LUS and LUS header cleanup (#1059)louist103
2025-01-13CSMC for barrels and cratesGarrett Cox
2025-01-03Shuffles Barrels, Crates & Missed Freestanding Rupees (#125)Caladius
* Great Bay Temple Barrels * Great Bay Temple - Barrels and Crates * New Icons + Pirate Fortress * More shuffles/fixes * Stone Tower Temple + Inverted * Undo Debugging Tools. * Missed Freestanding Rupees in Snowhead Icicle room.
2024-12-31Implements Check Tracker Icons (#113)Caladius
* Added Chest Icon to tracker * Adds Pot Icons and cleans up code.
2024-12-31Add CSMC for pots, fix some seed generation issuesGarrett Cox
2024-12-29Various bug fixes:Garrett Cox
- Fix trapped stray fairy drawing when it shouldn't - Fix CSMC chests changing textures as you open them - Fix toilet hand taking trade item - Fix progressive magic not filling magic meter - Fix un-obtainable shop items not rendering - Fix trade item rotation not working while in active trade - Fix trade item rotation when slot was empty - Fix not being able to transform on clock tower rooftop - Fix collider hidden stray fairies going back to vanilla draw
2024-12-26Custom textures for CSMC chestsGarrett Cox
2024-12-10Add and implement improved rand file info icon (#47)Archez
2024-10-02Modern menu (#701)Malkierian
* Start the framework. * Start header bar. * Header buttons now toggle. Sections show accordingly. Basic audio section done. Needs subdividing for sane widget widths. * Add fonts and multiple sizes. Add graphics settings to menu. * Finalized fonts, more sizes. * Modularized the menu structure. Has an errant EndChild somewhere. * Finished first step modularization. Parameterized menu height. * Some adaptive menu size. * Moved all enhancements over and organized. Tried to add button option for sidebar entries. * Finished Enhancements Menu. Sidebar window button still broken (can't reference window variables properly, not drawing in the right place). * Developer Tools header started. Menu now pops out with a checkbox in Developer Tools. Menu sizing works for smaller game sizes. Popout docking disabled. Port bool added for disallowing popout regardless of cvar. * Better auto-sizing. Columns collapse to 1 below 800 window width, and scroll. * Move inside of HudEditorWindow::DrawElement to DrawContents, and call DrawContents from DrawElement. * Menu resizability complete. Menu popout complete. Menu popout position/size is retained when popped in. Apply HUD editor changes, draw contents in menu if window is closed. All child sizes properly calculated. SidebarEntry drawing separated into its own custom element. * Split header entries into separate widget. Header now dynamically sized and shows scrollbar when necessary. * Modify EventLog to be drawable with the DrawContents setup. Prevent menu from covering other windows (always in back). * Add reset, close menu, and quit buttons to the header. * Fix reset and quit button placement. * Swap Actor Viewer, Collision Viewer, Save Editor to DrawContents concept. Change reset icon to FA_ICON_UNDO (single arrow) and quit icon to FA_ICON_POWER_OFF. Add button to close menu button tooltip, add parentheses to button for reset tooltip. * Custom InputEditorWindow to work with menu. Fix LUS references in Menu.cpp for Window backend changes. Implement gamepad navigation and forced cursor visibility checkboxes. Toggle cursor visibility according to menu status and forced visibility CVar. * clang-format * Swap std for fmt (runner build error). Ensure cursor visibility is restored if started in full screen with the menu open. * Oops, still had #include <format> * Swap to LUS GetMenu() functionality. Add option to hide "F1 to open enhancements menu" text at startup if menus aren't open. * Remove last vestiges of pre-LUS-menu functionality. * cleanup * Adapt to GuiElement, GuiWindow changes on the menu support PR. * LUS PR bump. Adapt to cursor visibility changes in LUS. Adapt to menu toggle changes in LUS. Fix input editor not hiding in menu when popped out. * Add new enhancements and cheats to Modern Menu from rebase. * clang * Apply Graphics Menu Lag Fix to Menu structure. * Remove unnecessary window children to simplify controller navigation. * clang * Add `UpdateWindowBackendObjects()` call to backend combobox. * Rebase to latest develop. Remove redundant window backend stuff that exists now in BenMenuBar. * Search Enhancement (#2) * 90% complete, Commit for review. * Updated remaining Menu Entries, Reverted Backends and other Window Buttons for now. Motion Blur copied to Search Menu. * Did I mention I dislike this clang thing? lol * Updating MotionBlur options and reverting soem things. * Integrates .disabled and .disabledTooltip to the constructors. Allows for multiple qualifications to be checked against for disabling widgets and for setting the tooltip accordingly. * Updated Disabled Reasoning * Better Disabled State registration system * Clean up from testing * Expand WidgetOptions to be able to handle string and float values. bool and uint32_t are handled through int32_t. Numerous renames. Added several data structures to allow for dynamic updating of CVars for DisableOptions, as well as dynamic evaluation of status with enumerated conditions (less than, greater than, equal to). Added menuThemeIndex variable to store state of menu theme selection instead of having all the individual calls to CVarGetInteger for it. Updated once per frame. * Changed color vector to map with enum as key and UIWidget::Colors as the value. More renames. Moved float slider values into case block. * Add Color_RGB8 and Color_RGBA8 to CVarVariant in preparation for adding color widgets to menu item system. Not happy it required comparison operator overrides, but it is what it is. * Changed disable conditions to lambdas. * Convert Stats and Collision Viewer to menu item system. Swap out DisableOption vector for activeDisables and a lambda function for evaluating disabled and hidden. Set the precedent to still use the DisableInfo system. * Add DisableOption for both camera settings being off. Put Debug Camera in Free Look column, disable common widgets for both cameras, hide widgets specific to either if off. * Moved more widgets to MenuItem system. Some need proper initialization routines because of Ship::Context references. * Convert menu items to nested vector setup. Remove MenuItem enum. Add menu item location display to search results. * Partial removal of SidebarEntryIndex enum. * Finish removing SidebarEntryIndex. Rework drawing code to handle the change back to direct vector access. Add tooltips to search. * Fix Graphics enhancements section title. * Copy added menu items to modern menu system. * clang * Add some documentation for the menu system components. * Revert change to std::map * `size_t` because GCC has to be happy * Fixed HUD Editor Widescreen mode not displaying the sliders properly. Changed all windows to full-section-width display. * Revert changes to MotionBlur.cpp * Add non-CVar variants of checkbox, combobox, and the sliders. Fix motion blur functionality with new non-CVar widgets. * Add non-CVar variants of checkbox, combobox, and the sliders. Fix motion blur functionality with those non-CVar widgets. Add size and labelPosition to widgetOptions, implemented on button and checkbox/combobox/sliders. Change window popout buttons to inline size type. * Rename SearchMenu.h to SearchableMenuItems.h and move to BenGui folder. * Forgot to change the include XD * Change `modifierFunc` to `preFunc`, updated documentation for that and including `postFunc`. * Modify code to require variable for non-CVar widget initialization when necessary. Check for `valuePointer` being nullptr, and preventing widget drawing with a debug assert and error log entry. Remove all `has_variant` calls and wrap entire widget type switch in `SearchMenuGetItem` with a try/catch on `std::bad_variant_access` with another error log and debug assert. * More review changes. * Implement `isPercentage`, `format`, and `showButtons` for sliders. Pull values of those over from menubar. Add documentation on `widgetOptions` for those and others added for previous review changes. Move Fast Magic Arrow and Instant Fin Recall to Gameplay section. * Modify header and sidebar "buttons" to match theming of regular buttons. * Add precision clamping to SliderFloat value. At least 1.0 seems to be consistent at "100%". Change IR slider to be percentage. * Mention weirdness with SDL and pad menu button in controller nav tooltip. * Move Menu files to 2s2h/BenGui. * Add Warp Points to Developer Tools. Make "Press F1" prompt show only when a menu isn't registered. * clang * Make search input take focus when search menu is open. * Forgot include. * Global search (#3) * Restore Sidebar search entry, but lock it behind a checkbox in Settings. Dynamically adds or removes the sidebar entry, and header search is toggled inversely. * Make menu toggle its visibility when using the button in the menu to close. Couldn't handle Alt+F4 without a hook I didn't want to add. Remove unneeded commented code. --------- Co-authored-by: Caladius <Caladius@users.noreply.github.com> Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2024-08-18[Enhancement] MM3D style clock (#713)Hoeloe
2024-05-22Add extra days to file choose owl saves (#431)louist103
* Add extra days * New textures from purple Co-authored-by: PurpleHato <47987542+PurpleHato@users.noreply.github.com> * Move strings to header. * More new textures from purple Co-authored-by: PurpleHato <47987542+PurpleHato@users.noreply.github.com> --------- Co-authored-by: PurpleHato <47987542+PurpleHato@users.noreply.github.com>
2024-05-22Pause Save = Owl Save (#278)Garrett Cox
* Pause Save = Owl Save PoC * Changes from inspect's decomp * pause save cvared and with textures. also game over (#2) * Fix bug where it would try to save on debug file * Put function back * Put function back 2 * Hide gameover option from menu for now --------- Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
2024-05-22ADD: 24 Hours Clock + .gitignore on the 2s2h.h (#229)PurpleHato
* ADD: 24 Hours Clock * TWEAK: gitignore
2024-05-22Fix powder keg crash by creating and using a larger texture. (#170)louist103
2024-05-22add 2ship icon to menu bar (#172)Archez
2024-05-22add 2ship/lus logo and build info printing (#164)Archez
2024-05-22Changes for new LUS resources (#151)louist103
* Changes for new LUS resources * fix factory issues and bump modules * add build version, custom assets folder, and fix extraction * add missing custom assets * fix build .h * libzip in the workflows * apt-deps * Fixes to importers to work with upstream Resource Manager. Also remove duplicated structs. * Bump LUS * bump LUS * Bump LUS * bump lus * point back to louist103/mm --------- Co-authored-by: Adam Bird <archez39@me.com>