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13 daysMerge pull request #7431 from HarbourMasters/develop-deweyHEADdevelopPhilip Dubé
Dewey -> Develop
14 days9.3.1 (#7430)9.3.1Philip Dubé
14 daysmove GameInteractor::RemoveAllQueuedHooks body to cpp (#7422)Reppan
14 days[Bugfix] Bombchu count slider crashes with no game loaded (#7426)Chris
14 daysMerge pull request #7427 from f1ana/dewey-bravoJameriquiah
9.3.1 Dewey Bravo
14 days9.3.1 Dewey BravoChristopher Flanagan
2026-10-18Merge pull request #7423 from serprex/merge-deweyPhilip Dubé
Merge dewey
2026-10-18Merge branch 'develop-dewey' into merge-deweyserprex
2026-10-18[Bugfix] Randomizer flag can set vanilla infinite magic (#7415)Chris
Also hookify barinade soul
2026-10-18fix the jump speed limiter while wearing bunny hood (#7419)Pepper0ni
2026-10-18Fix readme links (#7418)Pepper0ni
2026-10-18Some logic fixes for dewey (#7417)Pepper0ni
add outside GTG sign to guards with nothing trick.
2026-10-18push latest LUS to dewey (#7416)Pepper0ni
2026-10-18LC_NUMERIC C (#7413)Philip Dubé
2026-10-17Fix tracker showing too any keys with skeleton key after using key (#7403)Philip Dubé
2026-10-17Add Function to custom equipment to guard against cutscene shenanigans (#7409)Reppan
2026-10-15[Rando] Shuffle Fisherman's Hat (#7388)A Green Spoon
2026-10-15Fix defeating Ganon when wincon is not Defeat Ganon warping outside Hyrule ↵Philip Dubé
Castle (#7404)
2026-10-14Try to fix windows builds (#7397)Pepper0ni
2026-10-14Fix logic errors due to unused regions (#7396)Philip Dubé
2026-10-14apply LUS update (#7390)Pepper0ni
2026-10-13Bombchu Bowling ammo changeable during minigame (#7350)Jordan Longstaff
2026-10-13Fix OOB check in audio_seqplayer.c (#7387)Philip Dubé
2026-10-13fix invalid return in nayru's love uses (#7386)Philip Dubé
2026-10-13stop timer upon lifting triforce, not upon warping to credits (#7385)Philip Dubé
2026-10-13[Bugfix] Use game encoding for name in save editor (#7383)Chris
2026-10-13Add consumable Nayru's Love (#7365)Chris
2026-10-12Fire Temple Goron Shuffle (#7377)Chris
2026-10-12Pin latest libultraship's port-maintenance branch (#7380)David Racine
2026-10-12Audio editor: support setting track to None (#7372)Philip Dubé
2026-10-12Pin latest libultraship's port-maintenance branch (#7379)David Racine
2026-10-12Add setting to limit minimum heat/water timer (#7373)Philip Dubé
Useful with rando settings where player never gets more than 3 hearts
2026-10-12Hide shuffle indicators on excluded checks (#7364)Chris
2026-10-12Fix extracting from MQ rom padded to 64MB (#7376)Philip Dubé
Also show error message instead of just proceeding to start if vanilla o2r already extracted
2026-10-11Fix anchor issues (#7362)Philip Dubé
Avoid use-after-free with dummy players, Sync silver rupees, sync autoplanted beans
2026-10-11Fix AssumeEntrancePool breaking due to renamed region (#7375)Philip Dubé
2026-10-11optimize rando generation (#7369)Philip Dubé
2026-10-11Add function to customequipment to fix shooting gallery (#7370)Reppan
2026-10-11Fix missing open chest logic in Jabu MQ (#7368)Philip Dubé
2026-10-11Fix missing open chest logic in Jabu MQ (#7367)Philip Dubé
2026-10-11[Bugfix] Restore Ganondorf Lights Hint (#7363)Chris
2026-10-10Add TCG keys to item tracker (#7361)Philip Dubé
Refactor dungeon item layout code to not involve blitting magic numbers in dungeonItems
2026-10-10Fix child link model blipping after ledge climb when interpolating (#7360)Philip Dubé
2026-10-10Fix typos in randomizer (#7357)Chris
2026-10-09Damage boost trick implementation Part 1 (#7293)Pepper0ni
2026-10-09Interpolate skinned limb vertices (horse body and legs) (#7282)sharpmantis
Matrix interpolation cannot cover SKIN_LIMB_TYPE_ANIMATED limbs: their vertices are deformed on the CPU and referenced through gSPSegment(0x08, ...) without any recorded matrix, so recorded matrix interpolation never moves them. Record each skinned limb's pose (double-buffered, keyed by the vertex entry) and blend the previous and current poses for every displayed frame, right before the graphics commands are run. Ties the blend to a logical-frame counter so a limb that was skipped for a frame falls back to its exact pose instead of blending against a stale one.
2026-10-09Interpolate ribbon trail vertices (sword slashes, arrows, ...) (#7335)sharpmantis
Weapon trails (EffectBlure) are CPU built vertex blocks, one segment per sample of the weapon position; matrix interpolation cannot touch them, so above 20 fps they pop segment by segment. A trail is a history: its sample indices shift every logical frame, so only its newest end has to be blended, sliding from the previous sample towards the current one. Only frames that appended a sample are recorded, otherwise a finished trail keeps collapsing its last segment.
2026-10-09Fix 3 interpolation issues (#7342)Philip Dubé
1. DontInterpolateChild LW scrub spawning & phantom ganon crossing painting 2. Don't interpolate MTXMODE_NEW relative to actor when interpolating, fixes Ganondorf's light ball
2026-10-09Fix undefined left shifts of 1 by 31 (#6640)David Racine
Shifting a signed 1 into the sign bit is undefined, and UBSan reports it as "left shift of 1 by 31 places cannot be represented in type 'int'". The switch-flag helpers in z_actor.c take the bit position at runtime, so every flag from 0x00 to 0x3F goes through the same shift. Flag 0x3F lands on bit 31: the Potion Shop Granny sets and clears it while brewing the Odd Potion, so this is reached in ordinary play, not just in theory. The same shift appears as a constant in gBitFlags, in the two player state flags that occupy bit 31, and in ENHORSE_FLAG_31. Suffixing the 1 with u moves the shift to unsigned, where the value is defined. Every flag field involved is already u32, so the results are unchanged.
2026-10-09Add ARM64 Linux CI (#7281)theofficialgman