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16 hoursHookify three Glitch Restoration options (#7200)HEADdevelopJordan Longstaff
41 hoursHookify Mweep cutscene options (#7199)Jordan Longstaff
43 hoursQuickBossDeaths.cpp (#7192)Philip Dubé
Phantom Ganon was only QuickBossDeaths skip, Twinrova only had rando / boss rush hack
2 daysSave editor flag improvements (#7198)Philip Dubé
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
2 daysSwap Logic combobox for No Logic checkbox. (#7196)Malkierian
Rename All Locations Reachable to All Checks Reachable. Rename Locations section to Check Locations. Properly fix checkbox/radio button label wrapping.
2 daysfix fire boss typo (#7195)Pepper0ni
3 daysclean up headers (#7194)Philip Dubé
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
3 days[Enhancement] Time Splits v2 (#5839)Caladius
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>
3 daysHookify FP movement (#7189)Philip Dubé
Apply consistent movement effects to first person movement
3 daysMaintain correct position/camera for Master Sword cutscene skip (#7184)Philip Dubé
3 daysFix logic for fire near boss (#7147)Philip Dubé
Adult with hood can jump from cage to boss door to upper with hood Also fix bunny / mask options being disabled outside rando file
3 daysa11y: let F9 toggle TTS on Linux (#7191)David Racine
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.
3 daysFix bow body cosmetic color (#7190)Philip Dubé
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
4 daysFix title card margins (#7167)Philip Dubé
4 daysDon't erase __attribute__ under clang-cl (#7186)David Racine
* 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.
4 daysOptimise the 64-bit Windows Release build (#7188)David Racine
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.
4 daysKeep /EHsc when clearing the MSVC default flags (#7185)David Racine
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.
4 daysPrevent despawning shuffled gerudo guard drops (#7183)Philip Dubé
5 daysFix logic typo (#7181)xxAtrain223
7 daysFix discord invite (#7177)Philip Dubé
8 daysitem tracker: don't render items for disabled settings (#7151)Philip Dubé
9 daysFix save editor v2 (#7170)Philip Dubé
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
9 daysDon't apply inverted X axis aiming to first person movement (#7163)Philip Dubé
9 daysFix megadives with jump clamping (#7164)Pepper0ni
9 daysAdd Skip Warp Cutscene option to All/None cutscene skip buttons (#7160)Philip Dubé
9 daysReduce big octo cutscene skip (#7158)Philip Dubé
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
9 dayswater temple: quadruple water level change when skipping cutscene (#7162)Philip Dubé
prevents falling into water while it descends, reaching 2f cracked wall without tricks
9 daysJabu fish cutscene skip: immediately transition (#7159)Philip Dubé
This avoids awkward pause, also prevents recapturing fish Also cleanup RSK_JABU_OPEN
9 daysLeave Start Randomizer disabled after generation fails (#7157)Philip Dubé
10 daysrender stick/nut bag for upgrades past first (#7156)Philip Dubé
fix typos in their graphics
11 daysIce Trap Name Setting (#6588)Pepe20129
Co-authored-by: Philip Dubé <159546+serprex@users.noreply.github.com>
11 daysFix flare dancer crash (#7122)Pepe20129
Expand the main `GfxPool` buffers to 1MiB
11 daysReopen the OPUS decoder when a note moves to another sample (#7137)David Racine
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>
12 daysprefer spdlog over luslog in C++ code (#7149)Philip Dubé
luslog more meant for C compatibility
12 daysFix missing entries in RC to randinf and new identity pattern to make ↵Pepper0ni
future misses more obvious (#7141)
12 daysrevise randomizerEnumStrings, include fmt compatibility (#7148)Philip Dubé
prefer switch over map, avoids static initializer & reduces code size by over a megabyte
12 daysFix various trick issues (#7145)Pepper0ni
14 daysLogical bunny hood (#7032)Philip Dubé
Co-authored-by: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com>
2026-09-01Fix seed generation crash (#7140)Philip Dubé
Also fix excluded locations all colliding with TODO name
2026-08-31Fix compat issues loading pre-9.1 saves on 9.2+ (#7132)Philip Dubé
2026-08-31Lang Improvements (#7130)Pepe20129
Massively optimize Lang::Translate & add Lang::TryTranslate. Move all rando option text to lang json. In the future we should have something like .TranslationTooltip() that takes the translation string to use instead of .Tooltip() as that'd allow us to change language at runtime.
2026-08-31Remove completed mask quest option, add all masks to starting items menu (#7104)Philip Dubé
Fix masks not rendering properly with completed mask quest Remove completed mask quest option, add all masks to starting items menu logic: handle starting with masks being able to skip ahead a bit in trade sequence
2026-08-31Avoid randomizer generation races with file select (#7136)Philip Dubé
Fixes both starting file while generating, & starting generation in file loading transition Remove RandoGenerating cvar
2026-08-31[Enhancement] Hide quests in File Select (#7093)Jordan Longstaff
Migrate File Select CVars Co-authored-by: Unreference <87878910+unreference@users.noreply.github.com>
2026-08-30Bombchu logic fix: don't allow bombchus in single bag without bag, eg arms ↵Philip Dubé
dealer (#7134)
2026-08-30Move Tracker namespace to its own file (#7135)Philip Dubé
Reuse for item tracker BeginFloatingWindows
2026-08-30Honour the loop end when reading streamed music (#7129)David Racine
Streamed samples were read a whole block at a time regardless of where the loop ended, so playback ran past it and only then jumped back. The seam therefore landed at a random offset up to a block late instead of where the sample asked for it, which is why a loop that is clean in an editor pops in game. Fixes #5780. Claude-Session: https://claude.ai/code/session_011Ex3z29fQzPEZgwH4EA641 Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
2026-08-30Fix King Zora talkstate not updating (#7125)djevangelia
2026-08-30Fix crash when dying during remote bombchu (#7108)Philip Dubé
2026-08-30Fix check tracker chest game key logic (#7133)Philip Dubé