| Age | Commit message (Collapse) | Author |
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* Disable interpolation on falling rocks
* clang format
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* Disable SFX replacement
* Comment out dead code instead
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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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* 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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* poc
* no RC's
* standalone version
* clean up
* linux build fix?
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develop-mion -> develop
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Co-authored-by: Garrett <garrettjcox@gmail.com>
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* v0.1
* works on all items and all buttons
* mask support
* clang format my worst enemy
* update keeping VB's alphabetical
* addressing feedback
improved code flow in general and undid unnecessary edit to dpad equips
* claaang formaaat
* fix GameInteractor_Should calls
* Update GameInteractor_VanillaBehavior.h
* allow unequipping magic arrows from bow item
* cleanup
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* 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
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Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.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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merge-develop-mion-into-develop
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* initial implementation
* feedback
* feedback 2
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* Add hook file for Pause Save
* Correct CVar default
* Add missing include
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* [Controls] Port Modifier Buttons from SoH.
* Adds "M1" and "M2" buttons extra buttons like the y and x buttons on the
GameCube Controller, or a keyboard key can be assigned.
Port Speed Modifiers from SoH.
When Walk Speed Modifier is enabled Link's walk speed will be increased
depending on the "Walk Modifier 1 or Modifier 2" setting.
"Walk Modifier 1" is "M1".
"Walk Modifier 2" is "M2".
Default:100%
Max:1500%
Min:0%
When Swim Speed Modifier is enabled Link's swim speed will be increased
depending on the "Swim Modifier 1 or Modifier 2" setting.
"Swim Modifier 1 is M1.
"Swim Modifier 2 is M2.
Default:100%
Max:875%
Min:0%
"Toggle modifier instead of holding" setting will keep the Modifier
active till the modifier button is pressed again.
Modifier button toggles are reset when 2S2H is reset.
* Ran Clang Format
* Renamed "initWalkSpeedFunc" to "initFunc" in "LinkSpeedModifier.cpp"
* Made changes based on mckinlee's suggestions.
* Made it so only one Modifier button is toggled at a time.
For example if you press "M1" it will untoggle "M2"
* Removed "mModifierButtonsBitmasks" in "BenInputEditorWindow.cpp" wasn't
needed.
Fixed issue with "COND_VB_SHOULD(VB_SPEED_MODIFIER_SWIM," forgot to set
"*should"
Ran Clang Format.
* Revert BTN_CUSTOM_MODIFIER1 back to 0x0040
Revert BTN_CUSTOM_MODIFIER2 back to 0x0080
* Moved "VB_SPEED_MODIFIER_WALK" and "VB_SPEED_MODIFIER_WALK" to
"GameInteractor_VanillaBehavior.h"
* Made changes suggested by Eblo.
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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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* Organize `GIVanillaBehavior` enum
* Add disparate conditions on `VB_BE_NEAR_DOOR`
Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
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* Add options to tweak the Swamp Boat Archery minigame
* Add missing include
* Adjustments to score widget
* Move health CVar to VB hook
* Change timing of score reset to before first attempt
* Add option to make Koume invincible
* Add condition to Koume's health hook
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(#1386)
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Re-implement Boss07 reset func
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* Add setting for minimum Skulltula tokens
* Display max for tokens and fairies in item tracker
* Not relevant to this PR. Why did develop succeed?
* Use spdlog format
* Remove redundant ternary
* clang format
* Minor edit
* Address feedback
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* Add enhancement to restore OoT tree bonk behavior
* Remove unused arg
* Only apply to normal rolls
* Move comment
* Oops should be within the conditional
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* Save play time, support timer display options
* Use ShipSaveContext, add OnGameCompletion hook
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Merge develop-mion->develop, again
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* Reset sInvasionState in z_en_invadepoh.c
* Reset reward state as well
* Reset more static variables
* oh clang
* oh clang again
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* Convert pot shuffle to ActorExtension
* Convert crate shuffle to ActorExtension
* Convert barrel shuffle to ActorExtension
* Use ObjectExtension for mundane checks
* Convert grass to ObjectExtension
Add two missed grass checks in Woods of Mystery
* Convert cows to ObjectExtension
* Fix cow relocations
* Convert freestandings to ObjectExtension
* Convert remaining snowballs to use ActorListIndex
* Wrong ID for one snowball
* Apply feedback, document how identification works
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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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