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<title>Shipwright, branch 9.2.1</title>
<subtitle>Ship of Harkinian: Ocarina of Time PC port</subtitle>
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<entry>
<title>9.2.1 Ackbar Bravo (#6424)</title>
<updated>2026-03-28T04:15:06+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>serprex@users.noreply.github.com</email>
</author>
<published>2026-03-28T04:15:06+00:00</published>
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<entry>
<title>Changed name of scarecrow's song enhancement and added to the description to clarify that it only skips song playback without the rando setting. (#6423)</title>
<updated>2026-03-28T03:43:55+00:00</updated>
<author>
<name>Malkierian</name>
<email>malkierian@gmail.com</email>
</author>
<published>2026-03-28T03:43:55+00:00</published>
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<entry>
<title>Make Infinite Ammo Cheat respect Progressive Bombchu Bag Capacities (#6421)</title>
<updated>2026-03-28T02:58:41+00:00</updated>
<author>
<name>Christopher Leggett</name>
<email>chris@leggett.dev</email>
</author>
<published>2026-03-28T02:58:41+00:00</published>
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Cap infinite ammo for chus according to rando settings
Add bombchuUpgradeLevel to save editor</content>
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Cap infinite ammo for chus according to rando settings
Add bombchuUpgradeLevel to save editor</pre>
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</entry>
<entry>
<title>LACS-Dungeons Check Availability (#6202)</title>
<updated>2026-03-28T02:40:34+00:00</updated>
<author>
<name>xxAtrain223</name>
<email>xxAtrain223@users.noreply.github.com</email>
</author>
<published>2026-03-28T02:40:34+00:00</published>
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* Fixes #5433, LACS-Dungeons beatable vs beat.

* Use CalculatingAvailableChecks in Logic::DungeonCount to check flags.</content>
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* Fixes #5433, LACS-Dungeons beatable vs beat.

* Use CalculatingAvailableChecks in Logic::DungeonCount to check flags.</pre>
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<entry>
<title>add tts for Roc's Feather (#6418)</title>
<updated>2026-03-27T02:07:11+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>serprex@users.noreply.github.com</email>
</author>
<published>2026-03-27T02:07:11+00:00</published>
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<entry>
<title>Fix DMC oversight (#6419)</title>
<updated>2026-03-27T01:43:36+00:00</updated>
<author>
<name>Pepper0ni</name>
<email>93387759+Pepper0ni@users.noreply.github.com</email>
</author>
<published>2026-03-27T01:43:36+00:00</published>
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<entry>
<title>Hookshot ladder fixes (#6417)</title>
<updated>2026-03-26T22:39:17+00:00</updated>
<author>
<name>Pepper0ni</name>
<email>93387759+Pepper0ni@users.noreply.github.com</email>
</author>
<published>2026-03-26T22:39:17+00:00</published>
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<entry>
<title>fix: Fix macOS crashing on first install use (#6412)</title>
<updated>2026-03-26T15:12:51+00:00</updated>
<author>
<name>Ali</name>
<email>homeisfar@users.noreply.github.com</email>
</author>
<published>2026-03-26T15:12:51+00:00</published>
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With the new imgui OTR generation flow, macOS would crash when Ship
was run for the first time unless com.shipofharkinian.soh had already been created.
Move the call to CheckAndCreateModFolder() earlier in execution to prevent crashing.</content>
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With the new imgui OTR generation flow, macOS would crash when Ship
was run for the first time unless com.shipofharkinian.soh had already been created.
Move the call to CheckAndCreateModFolder() earlier in execution to prevent crashing.</pre>
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</entry>
<entry>
<title>LUS bump to fix texture pack performance (#6416)</title>
<updated>2026-03-26T15:11:22+00:00</updated>
<author>
<name>Christopher Leggett</name>
<email>chris@leggett.dev</email>
</author>
<published>2026-03-26T15:11:22+00:00</published>
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<entry>
<title>Move retrieval of dbEntry after Actor_Destroy (#6410)</title>
<updated>2026-03-26T14:18:01+00:00</updated>
<author>
<name>Christopher Leggett</name>
<email>chris@leggett.dev</email>
</author>
<published>2026-03-26T14:18:01+00:00</published>
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<id>4aa6e2ec280de14cecd79cdb3de607d7bc9cf1f3</id>
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Before I had the change back to the placeholder actor id the Dummy
Player actors were spawned with, but since we grabbed the actorDB
entry before Actor_Destroy was called it didn't matter. Move it
and the requisite log statement to after Actor_Destroy.</content>
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Before I had the change back to the placeholder actor id the Dummy
Player actors were spawned with, but since we grabbed the actorDB
entry before Actor_Destroy was called it didn't matter. Move it
and the requisite log statement to after Actor_Destroy.</pre>
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