| Age | Commit message (Collapse) | Author |
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randomised (#7248)
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Empty name check was ruined by "[ERROR] Couldn't retrieve language data..."
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GCC 15's libstdc++ defines feature-test macros selectively: after
#include <string>, __cpp_lib_source_location is not yet defined, even
though __builtin_source_location is fully supported. This made the
check fail on GCC 15 toolchains (including clang using libstdc++),
disabling the Hook Debugger.
Include <version> first so all feature-test macros are defined.
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collecting 1000 points worth of big poes on field (#7230)
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Requested for speedrun mode
Also hookify more enemy rando stuff while I'm in the neighbourhood
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Select single visible quest when only single quest visible
Fix bad operator precedence
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The SAPI and AVSpeechSynthesizer backends both drop what they are saying when
a new utterance arrives (SPF_PURGEBEFORESPEAK, stopSpeakingAtBoundary). espeak
never did, so on Linux every menu item scrolled past queued another utterance
with no way to skip ahead.
Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
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check damage flags instead of actors, original way could run into issues with actor unloading
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Phantom Ganon was only QuickBossDeaths skip, Twinrova only had rando / boss rush hack
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1. clicking on flag name toggles checkbox
2. hovering over player state shows flag name
3. add search box for player state, adjust names to what headers call them
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Rename All Locations Reachable to All Checks Reachable.
Rename Locations section to Check Locations.
Properly fix checkbox/radio button label wrapping.
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GameInteractor.h does not itself depend on libultraship/bridge/consolevariablebridge.h,
instead its dependencies requiring that header should include it themselves
This was particularly impactful for SohGui.hpp which included all the windows
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This aims to port over the Time Splits feature from 2Ship as it is cleaner & more robust.
New to this is the ability to finally compare splits from a second list.
Old Save data will now be converted to the new format automatically. Once it converts the data, the old save file will be renamed with a new ".backup" extension.
Co-authored-by: serprex <159546+serprex@users.noreply.github.com>
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Apply consistent movement effects to first person movement
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Adult with hood can jump from cage to boss door to upper with hood
Also fix bunny / mask options being disabled outside rando file
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The hotkey was removed in #2833 because Linux had no synthesizer and fell
through to SpeechLogger. #5428 added the espeak-ng backend and un-gated the
settings checkbox, but left the hotkey and the README on Windows and macOS.
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No need to 4x color, just use what player picks. Avoid stale reads by getting rid of currentColor
Also clean up MIN/MAX & tidy up randomizer.h including CustomMessageTypes.h
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* Don't erase __attribute__ under clang-cl
The shim fires when __GNUC__ is absent, which clang-cl does not define even
though it supports __attribute__ fully. Erasing it breaks clang's own intrinsics
headers: mmintrin.h declares __m64 as a vector via __attribute__((vector_size)),
so it degrades to a scalar and every use of it fails to compile.
* Don't erase __attribute__ under clang-cl
clang-cl supports it but does not define __GNUC__, so the shim fired and broke
clang's own intrinsics headers.
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soh/CMakeLists.txt empties CMAKE_CXX_FLAGS_RELEASE under MSVC, and the 64-bit
branch adds /Oi and /Gy but no optimisation level, so the target is built /Od.
The Win32 branch below it already passes /O2.
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The MSVC block drops CMake's defaults wholesale, and /EHsc goes with them, so
Windows builds compile every try/catch without unwind semantics - cl only warns
(C4530). soh and libultraship have 25 of them between them, including the
config and archive paths in OTRGlobals, where a throw would skip destructors.
clang-cl refuses outright rather than warning, which is how this surfaced.
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C-button loop should not read D-pad,
D-pad keys off index like SyncButtonItemsForSlot,
B-button skips, ITEM_NONE while swordless would every empty slot green
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Pointless to give control while player waits for big octo to descend (& still play cutscene),
just opens up complications & speedrun discussion raised concern about backflip to get behind Big Octo
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prevents falling into water while it descends, reaching 2f cracked wall without tricks
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This avoids awkward pause, also prevents recapturing fish
Also cleanup RSK_JABU_OPEN
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fix typos in their graphics
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Co-authored-by: Philip Dubé <159546+serprex@users.noreply.github.com>
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Expand the main `GfxPool` buffers to 1MiB
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The decoder cached on a note was keyed on nothing, so a note reused for a
different streamed sample carried on decoding the previous track. Audible as
the wrong custom music: the sequence and soundfont the audio editor reports
are correct, only the samples reaching the mixer are not.
Reproduced on the game-start cutscene chain with a streamed music pack in 4
of 6 runs; 0 of 6 after.
Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
Co-authored-by: serprex <159546+serprex@users.noreply.github.com>
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