| Age | Commit message (Collapse) | Author |
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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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luslog more meant for C compatibility
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future misses more obvious (#7141)
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prefer switch over map, avoids static initializer & reduces code size by over a megabyte
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Co-authored-by: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com>
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Also fix excluded locations all colliding with TODO name
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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.
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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
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Fixes both starting file while generating,
& starting generation in file loading transition
Remove RandoGenerating cvar
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Migrate File Select CVars
Co-authored-by: Unreference <87878910+unreference@users.noreply.github.com>
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dealer (#7134)
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Reuse for item tracker BeginFloatingWindows
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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>
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