| Age | Commit message (Collapse) | Author |
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* xml skeleton support
* new include to please macos build
* build xml limbs as lod and force vanilla draw path
allows soh skeletons to be loaded in 2ship
* disable lod when custom models are used
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* no random drops
* no heart/fairy drops
* add item spawns to prevent soft locks
* remove redundancies, use collectible vb behavior for hearts
* feedback -- move vb check
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(#1709)
* Port Extraction Flow, ImGui scaling, file perms
* Remove obsolete F1 menu message
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* mostly works
* mvp
* don't think I need the align
* clean up
* now we have png
* whoops
* remove unused code
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Remove unneeded code
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* move buffer off of save context
* load png when the camera is used
* clean up
* clang format
* Pass in pointer
* Changed to pointer(FIX FOR LINUX) (#8)
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Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
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develop-keiichi->develop
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* vroom vroom
* move that...
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* shoot and go boom
* add bomb model to arrow tip
* simplify bomb draw and effects
* add bomb arrows to arrow cycling
* use ObjectExtension and simplify arrow cycle handling
* overhaul
* feedback/fixes
* clean up diff
* feedback 2 and a fix
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Co-authored-by: Jameriquiah <42100286+Jameriquiah@users.noreply.github.com>
Co-authored-by: Jameriquiah <jordynhardyman12@gmail.com>
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* port soh cosmetics editor ui
* fix wrong hearts color
* fix rainbow
* cosmetics editor refactor
* formatting
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* Add explicit alt prefix checking to animation loading
Co-Authored-By: PurpleHato <47987542+PurpleHato@users.noreply.github.com>
* forgot comment
Co-Authored-By: PurpleHato <47987542+PurpleHato@users.noreply.github.com>
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Co-authored-by: PurpleHato <47987542+PurpleHato@users.noreply.github.com>
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* extra powder kegs
* feedback
* feedback 2
* feedback 3
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* big boy wallet
* cleaner 4 digit support
* feedback
* #1605 explains this change
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Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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* equip songs
* feedback
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* Update LUS and add surround sound support.
* Fix loading to load surround when configured that way.
* Update mm/src/code/z_sram_NES.c
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update LUS.
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Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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into develop
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Full credit to danielryb for submitting this to recomp
Co-authored-by: danielryb <59661841+danielryb@users.noreply.github.com>
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* trail colors
* sticks and deku spin
* organization
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* Scrolling texture interpolation
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
* Interpolate remaining GIs
* Clean up gDPSetTileSizeInterp
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Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
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Co-authored-by: Garrett <garrettjcox@gmail.com>
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* Add Aliens and initial code moved from old build.
* Update Enemy Souls to latest Develop and fix issues.
* Change Stalchild Animation to Idle
* Fix Stalchild Eyes
* Adds Hiploop to keep in line with Enemy Drops
* correction
* Update Matrix Calls
* Remove comment
* Remove Garo for now
* Add Octorok Soul req for Upper Canyon Access
* Add soul requirement for Red Switch
* Grant Soul INF when the option is off
* Adds Nejiron Soul
* Add Flying Pot Soul
* ew (#14)
* cleanup
* Add Bubble Soul
* Adds Freezard
* Change Soul behaivor to Invincible
* header cleanup and arg consolidation
* Fixes OnFileCreate to actually shuffle Enemy Souls. took this op. to fix up Boss Souls shuffling as it was needed to cleanly shuffle Enemy Souls.
* Naming Updates
* Name Updates pt2
* Add Tracker Icons and adds a Default to avoid erroring
* Fix Iron Knuckle Helmet
* revert item icon default and add soul flame to tatl target for enemies that are invincible.
* Move VBs to GameInteractor_VanillaBehavior.h
* Use VB_PERFORM_AC_COLLISION for enemy souls
* Add enemy souls for closer parity with drops
Stub out enemy draw funcs
Use macros to streamline existing skeleton inits
Logically account for enemy souls in CanKillEnemy
Fix logical quirk with Ikana ice arrows
* Draw everything
* Remove unused INIT arg from SETUP_FLEX_SKEL
* Add Igos, Keeta, Gomess
Make soul RIs contiguous, separate boss and enemy
Ignore target color for EnInvadepoh
Remove Real Bombchus and Flying Pots for now
Require Gekko and Snapper souls for beating both
* Add Enemy Souls to item tracker
* clang format
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Co-authored-by: mckinlee <mckinlee@ymail.com>
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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* alternative solution?
* feedback
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* initial implementation
* oops
* feedback
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* Add Clocks as Items feature
* refactor
* some clean up
* forgot to clangify
* use proper randoinf flags and some fixes
* proper skipsotcutscene fix
* Animated Clock Item (Thank you Caladius!)
* Close attempt at animating the clock, not perfect but a good start.
* Git gud Clock
* fix clock item get crash
Co-Authored-By: Caladius <Caladius@users.noreply.github.com>
* some enhancements
* logic refactor, minor changes, and new enhancements
* huge rework
* clang
* fix a oops; any day, not current day
* housekeeping and starting items menu support
* splits up some milkroad regions and fixes a audio bug
* i suck at merging
* feedback update
* scarecrow dance fix
* add clocks to new item tracker
* day 2 bean patches
* add time logic to enemy drops and simplify day 2 bean macro
* rebrand to "Shuffle Time"
* more eblo feedback
* some more feedback
* rename feedback
* pauseSaveEntrance fix
* fix take 2
* Time Shuffle cleanup
Fix pause save Time Shuffle bug
Fix event queue daytelop bug
Finish merge commit header include
Clean up with shouldRegister
Co-authored-by: mckinlee <mckinlee@ymail.com>
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Co-authored-by: Caladius <Caladius@users.noreply.github.com>
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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* initial implementation
* feedback
* feedback 2
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* Embed enemy drop checks into individual Regions
Exclude tooltips from enemy drops in check tracker
* Shuffle the rest of the enemies
* Move Gold Skulltula condition
* Clean up and fix enemy drop check minimum value
* Name Real Bombchu drops for consistency with souls
* Update documentation
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(#1386)
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* Save play time, support timer display options
* Use ShipSaveContext, add OnGameCompletion hook
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* Ported Audio Options from SoH Audio Editor
*Moved "Mute Low HP Alarm" to Audio Editor -> Audio Options
Changed Cvar
From: "gEnhancements.Sfx.LowHpAlarm"
To: "gAudioEditor.LowHpAlarm"
*Moved "Mute Carpenter Sounds" to Audio Editor -> Audio Options
Changed Cvar
From: "gEnhancements.Sfx.MuteCarpenterSfx"
To: "gAudioEditor.MuteCarpenterSfx"
*Moved "Mute Crying Goron Child" to Audio Editor -> Audio Options
Changed Cvar
From: "gEnhancements.Sfx.ChildGoronCry"
To: "gAudioEditor.ChildGoronCry"
*Added "Disable Tatle Call Audio"
*Added "Disable Enemy Proximity Music"
*Added "Randomize All Music and Sound Effects on New Scene"
*Added "Randomize All Music and Sound Effects on Randomizer Generation"
*Added "Display Sequence Name on Overlay" and "Overlay Duration" Slider
*Added "Link's Voice Pitch Multiplier" Slider
* *Ported "AddSearchWidget" Functionally
Enabled for Audio Editor -> Audio Options
* Cleaned up some code I missed and ran clang format.
* Renamed "OnScene" Hook to "OnSceneChange"
* Made it so "Link's Voice Pitch Multiplier" slider only effects Link's voice.
* Forgot the "AudioHook.cpp" file its needed for the
"Display Sequence Name on Overlay" option.
* Moved the "Sfx" folder to the "Audio" folder.
* Removed extra line breaks between sections in "RegisterAudioWidgets()".
* Renamed "OnGenerationCompletion" hook to "OnRandoSeedGeneration"
* Changed "gAudioEditor.*" to use "CVAR_AUDIO("*") in "AudioEditor.cpp"
* Added "AddAudioSearchWidget" function
Changed all "BenGui::mBenMenu->AddSearchWidget lines to use
"AddAudioSearchWidget".
* Changed the "OnSeqPlayerInit" hook parameters type to use the "s32" Macro.
* Update BenMenu/BenGui include paths: Replaced "../../" with "2s2h/".
* Ran Clang Format.
* Added "DisableEnemyProximityMusic.cpp"
Added "VB_PLAY_ENEMY_PROXIMITY_MUSIC" enum to "GIVanillaBehavior" in
"GameInteractor.h"
"Audio_UpdateEnemyBgmVolume" is now wrapped in a "GameInteractor_Should"
* Added "DisableTatlCallAudio.cpp"
Added "VB_PLAY_TATL_CALL_AUDIO" enum to "GIVanillaBehavior" in
"GameInteractor.h"
"Audio_PlaySfx(NA_SE_VO_NAVY_CALL)" is now wrapped in a "GameInteractor_Should"
* Added "LinksVoicePitchMultiplier.cpp"
Added "Enable Link's Voice Pitch Multiplier" checkbox to Audio Editor
The "Link's Voice Pitch Multiplier" slider is now disabled when
"Enable Link's Voice Pitch Multiplier" is not enabled.
Added "VB_LINK_VOICE_PITCH_MULTIPLIER" enum to "GIVanillaBehavior" in
"GameInteractor.h"
"AudioSfx_PlaySfx" in the file "z_actor.c" in function "Player_PlaySfx"
is now wrapped in a "GameInteractor_Should".
* Removed "OnSceneChange" Hook.
Removed "GameInteractor_ExecuteOnSceneChange".
Removed "GameInteractor_ExecuteOnSceneChange(play->sceneId);" from
"z_play_2SH.cpp:OTRPlay_SpawnScene" function
Renamed "AudioEditorRegisterOnSceneChangeHook" to
AudioEditorRegisterOnRoomInitHook".
* Made Changes requested by Eblo to "LinksVoicePitchMultiplier.cpp" and
"z_actor.c"
* WIP Randomize On New Scene
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Merge develop-mion->develop
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* Fix UB in Item_DropCollectible hook usage
* Clang format
* Again
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* Replace ActorExtension with ObjectExtension
* We only need cassert here, not all of LUS
* Expose ObjectExtension_Free to C++
* Remove unneeded vector include
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* 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
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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
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Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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* Small cleanup to heaps.c
* Remove stdio.h
* _aligned_free
* Fix mac
* Format
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* Implement most of the Enemy Drops
* Fix Glitchless Generation
* Fix duplicate Logic Checks
* Add Slime Items and fix Linux Floating Point.
* Add Comment for Enemy Drops RC Sets
* Adds Leever and fixes Position Check issue.
* Adds GBC for Logic check
* Add Hiploop
* Adds Skullfish (Enemy only drops items inside GBT)
* Feedback Updates
* Updates
* Update to Switch for Actor Selection
* More Enemy Locations
* Fix Mini Baba and remove actors that dont drop items
* Update mm/2s2h/Rando/Logic/Logic.h
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/ActorBehavior/EnemyDrops.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/ActorBehavior/EnemyDrops.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/Logic/Regions/Miscellaneous.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Add case for ACTOR_BOSS_05 in Logic.h
* Update mm/2s2h/Rando/Types.h
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/ActorBehavior/EnemyDrops.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Clang format actor position
* Need swim for Bio Deku Baba
* Define RC_ENEMY_DROP_BIO_DEKU_BABA in checks
* GitHub spacing how dare you
* Update mm/2s2h/Rando/StaticData/Checks.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/Types.h
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/ActorBehavior/EnemyDrops.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/Logic/Regions/Miscellaneous.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/Logic/Regions/Miscellaneous.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/StaticData/Checks.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/Types.h
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/ActorBehavior/EnemyDrops.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/Logic/Regions/Miscellaneous.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/ActorBehavior/EnemyDrops.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/Logic/Regions/Miscellaneous.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/StaticData/Checks.cpp
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Update mm/2s2h/Rando/Types.h
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Apply suggestion from @Eblo
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Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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* Bump LUS and OTRExporter, add null audio backend
* Missed an include change
* And again
* Thanks macOS
* Another one
* Bump LUS again, fixing SDL audio backend bug
* Sync LUS bump changes to merged PRs
* Bump LUS again
* Update CMakeLists.txt includes
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