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2 daysReplace ZAPDTR and OTRExporter with Torch (#6989)HEADdevelopbriaguya
* Add Torch migration plan Plan for replacing ZAPDTR + OTRExporter with Torch as SoH's only asset pipeline, following HarbourMasters/Torch#219 ("oot support"). Co-Authored-By: Claude <noreply@anthropic.com> * Plan: yml repo is source of truth, drop the move-to-assets-repo steps - Name the actual repo (briaguya0/soh-asset-yml); it holds yml only, and is edited directly rather than regenerated. zapd_to_torch.py is a one-shot conversion, not an ongoing workflow, since nobody edits the ZAPD XMLs once ZAPD is gone. - Phase 5 is pure deletion. Generator inputs are already preserved by the harness's shipwright@95d8f7e submodule pin and by git history, so nothing needs snapshotting or moving out of Shipwright. - Clarify soh/CMakeLists.txt:107-109 as a configure-soh-directly fallback with nothing left to fall back to. - Downgrade the extraction wall-clock risk; perf work landed in Torch#219. Co-Authored-By: Claude <noreply@anthropic.com> * Phase 0: flesh out the verification gates Adds torch-migration/PHASE0.md with the full gate detail: what each gate's variable is, the driver source, exact commands, cost, and exit criteria. Two gates the plan was missing: - Gate C (Release build) - the harness 14/14 is a Debug measurement; CI and releases build -O3. - Gate A2 (two extractions in one process) - free once the driver exists, retires the re-entrancy risk offline instead of by hand in the game. Also: gates run full-tree + check.sh rather than test_assets.py (which hardcodes the torch path and copies a filtered yml subset), 19 ROM dumps not 17, and libgfxd being USE_STANDALONE-only is called out as the real hazard in Gate A. * Phase 0: correct the test_assets.py claim The "filtered subset" was a misread. The log line prints the pre-recursion yml count (1320); setup_scratch's external_files recursion then pulls in the remaining 130, so an unfiltered run copies all 1450 - verified by replaying the logic. So the gates use test_assets.py, the same tool that produced the existing 14/14, with a TORCH_BIN env override as the only harness patch. Gate A2 keeps the check.sh path, since it needs two extractions in one process and test_assets.py execs the binary once per ROM. * Phase 0: preflight green, 19/19 Baseline Torch build (USE_STANDALONE=ON, all games, Debug, PORT_VERSION_ ENDIANNESS=ON) reproduces every reference archive: 19 ROM dumps, all 0 failed / 0 not generated / 0 not in reference. Counts match the harness README's 14-target table, and the duplicate dumps agree with each other, which the 14-target matrix never showed. Reference manifests also spot-checked by re-derivation from two o2r files -- the baseline the gates measure against hasn't drifted. * Phase 0: Gate A green, 19/19 USE_STANDALONE=OFF plus driving Companion by hand produces byte-identical archives for all 19 ROM dumps. The real question was libgfxd, which is fetched only if(USE_STANDALONE) -- _deps/ confirms it is absent, so the Binary export path is genuinely gfxd-free. Reading said so; now it's run. Progress denominator confirmed exact: SetPhaseCallback fires once per yml file, matching the on-disk count for all three classes (1449/1450/1480). Phase 3's bar can be monotonic with no change to OTRGlobals. Also observed for Phase 2: zlib is fetched even with BUILD_STORMLIB=OFF and no zlib.h use in torch/src, confirming risk #1; spdlog is not fetched, so only the global-logger stomping applies there. * Phase 0: Gate A2 green, and the duplicate-entry finding Two extractions in one process, vanilla then MQ, both byte-identical to their references. The second run's phases=1450 matches pal_mq's on-disk yml count exactly, which is the direct refutation of the gProcessedFiles risk -- a leak would have skipped files and truncated the archive. A fresh Companion per extraction is sufficient; PLAN.md risk #6 retired. Also records what the gate turned up on the way: torch writes 25 duplicate archive entries, benign because libultraship indexes by CRC64 of the path. Filed as Torch#233 item 5. Corrects the Gate A note that attributed the whole ~343 KB size delta to compression -- 76 KB of it is these duplicates. * Phase 0: Gates B and C green OoT-only (eight BUILD_<game> flags OFF) and Release (-O3) each 19/19 identical, one variable moved apiece -- verified against the option() defaults so the other flags genuinely match the baseline cache. Gate C mattered: every parity measurement to date, including the original 14/14, was Debug, while CI and releases build -O3. Also records extraction wall-clock from torch's own timing line: Release averages 11.4s per ROM against Debug's 26.7s, and the OoT-only flags cost nothing. SoH ships Release, so PLAN.md risk #5 looks much smaller than the Debug numbers suggested -- though ZAPD's time on the same machine is still unmeasured. * Phase 0: Gate A' green -- the shipping configuration is the spec Static lib + OoT-only + Release together: 19/19 identical plus the vanilla-then-MQ pair. Flags verified from the generated cache rather than assumed, so Phase 2's CMake block and TorchExtract.cpp can be transcriptions of this build and RunOnce respectively. Archive bytes turn out to be configuration-independent -- the pair produced exactly the sizes the Debug static-lib run did, phases=1450 on both runs. Extraction 11.8s mean, so the static-lib wrapper costs nothing over Gate C. Confirms both Phase 2 dependency risks in the configuration that actually ships: zlib fetched with BUILD_STORMLIB=OFF and no zlib.h includes, tinyxml2 fetched with BUILD_NAUDIO=OFF removing its only consumers. Both FetchContent declarations are unconditional. * Copy soh.o2r from a checked-in prebuilt archive (TEMPORARY) Unblocks the rest of the migration. soh.o2r is produced by ZAPD via OTRExporter/extract_assets.py, both of which this migration deletes; its replacement is a small in-tree packer that has to reproduce ZAPD's texture quantisation exactly. Rather than block Phases 2/3/5 on that packer, check the archive in and make GenerateSohOtr a copy. The archive doubles as Phase 4's acceptance oracle -- the packer is correct when its output matches this entry-for-entry -- which is strictly more useful than Gate E's planned manifest of hashes of it. Generation turns out to be content-deterministic but NOT byte- deterministic: two runs give identical payloads for all 1,042 entries but different file hashes, because zip stores per-entry timestamps. So the Phase 4 comparison must be entry-wise; whole-file would fail even on a correct archive. Recorded in prebuilt/README.md. Adds a configure-time guard on the baked-in portVersion. OTRGlobals.cpp :283 requires exact major.minor.patch equality and RunExtract exit(1)s with "soh.o2r is outdated", which is an opaque symptom for a stale checked-in file; verified the guard fires by building against 9.2.4. ExtractAssets, CI and copy-existing-otrs.cmake are deliberately untouched -- ExtractAssets still generates a correct archive while ZAPD exists, and the CI job keeps working since it just builds this target. * Extract ROMs with Torch instead of ZAPD Adds soh/assets/yml as a submodule (briaguya0/soh-asset-yml, 20,353 asset definitions) and FetchContents torch at 4cae4416, configured exactly as Gate A' measured it: static lib, OoT only, no UI, no StormLib. find_package(ZLIB) has to run before torch is declared. Torch declares zlib with OVERRIDE_FIND_PACKAGE, so it takes over the whole build's find_package(ZLIB), and its copy provides no ZLIB::ZLIB -- which both StormLib and CMake's FindPNG link by name. Filed upstream as Torch#233. CallZapd becomes CallTorch: no chdir, no symlinked assets dir, no 22-entry argv. Everything that needed the working directory is now a parameter. TorchExtract.cpp is the only TU that includes Companion.h, since torch exports its whole lib/ as PUBLIC includes. Progress uses torch's phase callback, which fires once per yml file, with the denominator counted off disk. Gate A confirmed the two match exactly for all three yml counts, so the bar runs 0-100 without the sawtooth the old per-file counter would have produced. GetZapdVerStr becomes GetTorchVersionDir, returning the version directory under the yml tree rather than a ZAPD xml directory. soh.elf links torch and no longer references zapd_report. * Record the two-ROM session passing in-game Vanilla then MQ extracted in one process, both loaded and played. Closes PLAN.md risk #6 in the game rather than only against the harness driver, and confirms config.yml-driven archive naming end to end. * Add soh-torch, rebuild ExtractAssets on it soh links torch as a static library, which compiles out torch's own CLI, so build-time extraction needs an entry point. soh-torch supplies one around the same SohTorch::Extract the game calls -- one implementation, so the CLI and the in-game path can't drift. ExtractAssets keeps its old contract: SOH_ROM_PATH accepts roms and/or directories of roms and defaults to roms/, so dropping a vanilla and a master quest rom in produces oot.o2r and oot-mq.o2r in one run, and chaining GenerateSohOtr keeps soh.o2r coming out of it too. Extract now returns the archive name torch chose rather than deriving it from IsMasterQuest(), so config.yml is the only thing naming archives. The name comes from Companion::GetOutputPath(): scanning the destination for *.o2r picks up an unrelated soh.o2r when extracting into the build directory, which is only invisible in the game because it extracts into an empty temp dir. ExtractAssetHeaders stays as a target that explains why it can't run -- torch registers no OoT header exporter and emits no #define d<sym>, which soh source references ~24k times. Documented in BUILDING.md alongside it. This removes the last ZAPD dependency from the build. * Add the roms directory ExtractAssets defaults to BUILDING.md points people at roms/, but git can't track an empty directory, so a fresh clone didn't have one. Its .gitignore keeps everything but itself and the readme out. * Delete ZAPDTR and OTRExporter Nothing drives them any more: ExtractAssets runs soh-torch, the in-game extractor calls Companion directly, GenerateSohOtr copies a prebuilt archive, and soh links torch instead of ZAPDLib. Verified with a build from a fresh tree with both submodules absent from disk. Removes the submodules, the 7,680 ZAPD xmls under soh/assets/xml, the extractor inputs (Config_*.xml, TexturePool.xml, filelists, symbols) and copy-existing-otrs.cmake. The xmls remain in this repo's history and in the test harness's pinned shipwright submodule, which is where the yaml was generated from. Packaging changes shape as well as content: the extractor assets used to install into the 'extractor' component, which Packaging-2.cmake only includes for the AppImage generator, so linux zips shipped without them. torch is linked into soh rather than being a separate binary, so the yml tree installs into 'ship' on every platform and every package can extract a rom. * Keep CI providing tinyxml2 itself Torch's fetched copy satisfies libultraship today, so the install steps are redundant -- but that rests on torch declaring tinyxml2 with an unconditional OVERRIDE_FIND_PACKAGE, which is an implementation detail, and one we've asked upstream to reconsider in Torch#233. If the fetch gets gated, find_package needs a system copy again and CI would break because we removed the steps providing it. Also notes that the generate-soh-otr slim-down was written before the prebuilt archive, which makes that job build nothing for now. * Generate soh.o2r again, replacing the prebuilt archive soh-o2r-packer builds soh.o2r from soh/assets/custom, reproducing the ZAPD/OTRExporter archive exactly: 1,042 entries, 0 missing, 0 extra, 0 content mismatch, checked entry-wise because zip stores per-entry timestamps and whole-file hashes never match between runs. Most of it is torch's: Companion::Pack walks the directory, zips it and writes portVersion; BaseExporter::WriteHeader writes the resource header; TextureType and CalculateTextureSize come from TextureUtils. The packer stages the assets into the shape the archive should have and hands that over. Encoding a PNG into an N64 texture is the only piece nothing else provides -- torch decodes rom data that is already N64 format, never the reverse -- so PngTexture.cpp is the whole of what had to be written, and it follows ZAPD's quantisation rather than n64graphics', which scales where ZAPD shifts. GenerateSohOtr copies the libultraship shaders into assets/custom again before packing; assets/custom/shaders is gitignored and nothing else populates it, so a fresh clone would otherwise pack three files short. Removes prebuilt/ and its configure-time portVersion guard. * Move the asset tools under soh/assets soh-torch and soh-o2r-packer both exist to turn assets into archives, so they sit better beside the assets they read than at the repo root. Nothing tangled: both targets are declared in the root CMakeLists with explicit paths rather than add_subdirectory, and soh/CMakeLists.txt globs only include/, soh/ and src/, so sources under assets/ aren't swept into the soh target. * Build soh.o2r in CI without libultraship or soh SOH_TOOLS_ONLY returns from the root CMakeLists once the asset tools are declared, before libultraship and soh are added, so a configure that only needs soh-o2r-packer never reaches LUS's find_package(SDL2 REQUIRED). That lets generate-soh-otr drop building SDL2 from source, SDL2_net, and the deps cache that existed to hold the SDL2 tarball -- eleven steps down to six. Verified a tools-only build produces the archive with all 1,042 entries matching. The tool targets move above the sub-projects so the early return can sit between them; they only ever needed torch. The packer creates its output directory, which previously came for free from soh's build directory. * Fix macos and windows builds, keep the tools out of the game build macos: libultraship declares spdlog with OVERRIDE_FIND_PACKAGE so its own find_package(spdlog REQUIRED) resolves, but torch declares spdlog without it, and FetchContent_Declare is first-wins. Configuring torch first made LUS's declaration a no-op and left find_package with no config to find. It only showed on macos because that's the platform where neither project finds an installed spdlog -- it's kept out of macports.yml because its fmt dependency breaks the universal build -- so both fall through to fetching. Declaring it ahead of both keeps macos on the same source-built v1.16.0 it used before. Torch already uses OVERRIDE_FIND_PACKAGE for tinyxml2 and zlib, so the real fix is upstream. windows: soh builds with /WX, and TorchExtract.cpp is the one translation unit reaching yaml-cpp through torch's headers, which trips the dll-interface warnings. Suppress those two on that file. EXCLUDE_FROM_ALL on soh-torch and soh-o2r-packer: they are build-time tools, so building the game shouldn't compile them. ExtractAssets and GenerateSohOtr still pull them in through DEPENDS. Drops the .gitattributes rule for the prebuilt archive, which is gone. * Drop the gitignore negation for the prebuilt archive Left over with the .gitattributes rule when prebuilt/ was removed. * TEMPORARY: put soh/assets/xml back so the branch diff is reviewable Deleting 7,680 xmls puts the diff past what GitHub will render, and they are 99.8% of it. Restoring them here leaves the ~46 files that actually changed, which reviews in the compare view. Revert this before opening the PR. * Remove the migration planning docs Scaffolding for the migration itself rather than anything the repo needs to carry afterwards. * Fix NTSC master quest roms being rejected as unsupported verMap's two master quest rows keyed off the GameCube constants instead of the MQ ones, so with duplicate keys dropped the map never contained OOT_NTSC_US_MQ or OOT_NTSC_JP_MQ and both roms were filtered out before extraction. IsMasterQuest already handles both, and the asset yml covers ntsc_u_mq and ntsc_j_mq, so keying them correctly is all that's needed. Predates this migration; the torch cli was unaffected because it hashes the rom rather than consulting verMap. * Revert "TEMPORARY: put soh/assets/xml back so the branch diff is reviewable" This reverts commit 28f41138d6e7bc587000703d367203845433e12e. * Run clang-format Renaming CallZapd to CallTorch made the call sites one character longer and left their continuation lines under-indented. Co-Authored-By: Claude <noreply@anthropic.com> * Temporarily pin torch to the fork carrying the Windows fixes HarbourMasters/Torch#234 fixes three Windows-only defects in the OoT factories: a 64 KiB over-read past the code segment that crashes extraction, backslashes in exported scene resource names that crash at scene load, and external_files being keyed differently from the directory walk, which processed every dependency twice. Without them a Windows build of this branch cannot extract a rom. Goes back to a HarbourMasters sha once that PR merges. Co-Authored-By: Claude <noreply@anthropic.com> * Point torch back at upstream HarbourMasters/Torch#234 landed as 65eb11c, squashing the three Windows fixes this branch was pinned to a fork for. The squashed tree is identical to the fork commit that was tested, and extraction output is unchanged: 35,386 entries, same CRCs. Co-Authored-By: Claude <noreply@anthropic.com> * Vendor the asset yml instead of submoduling it The submodule existed only so this PR's diff stayed reviewable; squash-merging it would have put a submodule on develop. This replaces it with the 20,353 files themselves, from briaguya0/soh-asset-yml@523be1d. The submodule's own README is dropped rather than vendored, since it describes that repo and was showing up in the assets folder of release downloads. Co-Authored-By: Claude <noreply@anthropic.com> * Bump torch to pick up the yaml-cpp 0.9.0 bump HarbourMasters/Torch#235 landed as e92c210. The pinned yaml-cpp predated jbeder/yaml-cpp@4fe2fb8, so every scalar conversion constructed a named std::locale; cheap on glibc, expensive on MSVC. Windows extraction of a PAL GC rom drops from 49.0s to 13.9s on the same machine, which also puts it ahead of ZAPDTR's 48.4s rather than fractionally behind. The merged commit is tree-identical to the fork commit those numbers were measured on. Extraction output is unchanged: 35,386 entries, same CRCs. Co-Authored-By: Claude <noreply@anthropic.com> * Consume torch as a submodule instead of FetchContent Reviewer feedback on #6989: FetchContent makes iterating on torch itself awkward, since testing a change means pushing it somewhere the pin can reach. A submodule is editable in place, which is how libultraship already works. Nothing else changes -- FetchContent_MakeAvailable was already doing add_subdirectory, so the include topology and every build option are the same. The pin moves from GIT_TAG into the gitlink, at the same sha. Co-Authored-By: Claude <noreply@anthropic.com> --------- Co-authored-by: Claude <noreply@anthropic.com>
2026-07-19Shuffle Zelda's Letter (#6938)Philip Dubé
Removes RSK_SKIP_CHILD_ZELDA & RSK_KAK_GATE, these are managed by RSK_SHUFFLE_ZELDAS_LETTER & RSK_STARTING_ZELDAS_LETTER & RSK_SHUFFLE_WEIRD_EGG
2026-07-13Fix presets, regressed from LACS decoupling (#6919)Philip Dubé
2026-07-08gGiScaleMtx (#6886)Jameriquiah
2026-07-05remove set env color from key dl (#6866)Jameriquiah
2026-07-04Decouple GBK from LACS (#5838)Philip Dubé
Triforce Pieces can now be tokens for bridge or ganon's soul. & can be tokens for multiple rewards Wincon can now be arbitrary conditions Ganon's Soul (removed from existing boss soul options) can now be arbitrary conditions Co-authored-by: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com>
2026-07-03DC MQ: RT_VISIBLE_COLLISION to reach above stairs with hookshot (#6840)Philip Dubé
Also RT_DC_ALCOVE_GS MQ crate is like RT_DC_VINES_GS but without precision
2026-06-22Updates the CMC models so fade in should work now (#6766)Reppan
Also fixed some shading issue on normals
2026-06-22Custom Bottle Contents (#6780)OtherBlue
2026-06-22triforce shard scale fix (#6791)Jameriquiah
2026-06-21Custom Hand DL's for each tunic take 3 (#6754)Jameriquiah
2026-06-21Update Visuals for Ability Shuffles (#6783)nickel246
Adds new visuals for the open chest, climb, and crawl ability shuffles, including bespoke gi models more consistent with the rest of the game as well as unique icons for the item tracker
2026-06-20soh.o2r optimization part 1 (#6777)Jameriquiah
Co-authored-by: PurpleHato <47987542+PurpleHato@users.noreply.github.com> Co-authored-by: Dana Addams <6495350+danatheelf@users.noreply.github.com> Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com> Co-authored-by: krm01 <krm01@users.noreply.github.com>
2026-06-18Redo Fishing Pole Gi Model (#6759)nickel246
Replaces the gi model for the randomizer Fishing Pole to be more consistent with the rest of the game's gi models
2026-06-16asset purge (#6758)Jameriquiah
2026-06-15[Modding] Refactor CustomEquipment (#6708)Reppan
2026-06-09Merge remote-tracking branch 'origin/develop' into develop-ackbarDemur Rumed
2026-06-09Crop input viewer images (#6695)Philip Dubé
Addresses complaint that it's hard to stash in corner without getting black box
2026-06-08[Modding] Add Adult Mask DL for mod compability (#6642)Reppan
2026-05-29Update Hell Mode Preset (#6570)Pepe20129
2026-05-25add fps custom equips (#6543)Jameriquiah
2026-04-22rocksanity (#5015)Philip Dubé
Co-authored-by: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com>
2026-04-07Add trick for jump to GTG eye statue (#6467)A Green Spoon
2026-04-05Add Voidout Collection trick (#6453)A Green Spoon
2026-04-01title card ia8 fixJameriquiah
2026-03-29Fix debug assert caused by bad trick code (#6439)Philip Dubé
2026-03-29Language System Basis (#6172)Pepe20129
Introduces the basis for a language system to allow the UI to be translated to any language and/or have the text changed by mods. A lot of things would require more work but, for a proof of concept, this PR makes all randomizer trick names & descriptions translatable (currently not re-loadable at runtime as that would require deeper changes and this is already merge conflict hell every time a trick is touched). The system works by passing it a "translation path" which is resolved in the .json including object indentation. If the resulting json object is a list of strings, instead of a string, they get concatenated (purely for organization/QoL).
2026-03-27add tts for Roc's Feather (#6418)Philip Dubé
2026-03-19z_en_ko.c: port over more improvements from decomp, add hook to fix vanilla ↵Philip Dubé
forest quest state bug (#6373)
2026-01-28Shuffle Speak (#5538)Philip Dubé
Shuffles 6 languages (Deku, Gerudo, Goron, Hylian, Kokiri, Zora) to learn before being able to use Speak command with actors of that type. Other actors can still always initiate speech Owl speaks anything (relevant for owl flights)
2026-01-19Pot CMC (#6167)Philip Dubé
Copied from https://github.com/HarbourMasters/2ship2harkinian/pull/1011
2026-01-18Update references to soh.otr/oot.otr/oot-mq.otr to .o2r (#6161)Philip Dubé
2026-01-10Add Roc's Feather (custom item) to Rando Item Pool (#6035)aMannus
This adds Roc's as a fully implemented item into the randomizer pool. When both Roc's and Nayru's is found, you can swap between them on the pause menu Many people have contributed to this over time, so huge shoutout to: - kentonm, this item is directly inspired by their Roc's Feather from their romhack Indigo. Also provided me with their GI model, icon texture and animation to use. - PurpleHato, for providing the images for the item name shown on the kaleidoscope. - Dana The Elf, providing another custom animation for the item. - Reppan, for helping to tweak the animation and exporting the GI model for me.
2026-01-06remove unused chest assets (#6090)Philip Dubé
replaced in #6085
2026-01-04Add modal to teach player about presets (#5903)aMannus
* Add modal to teach player about presets * Change cvar to CVAR_GENERAL * Update soh/soh/Enhancements/FileSelectEnhancements.cpp Co-authored-by: Philip Dubé <serprex@users.noreply.github.com> --------- Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
2026-01-04Add some NTSC Player Name decoding in Save Editor (#5867)nclok1405
This adds a new font, Noto Sans JP
2026-01-04Update CSMC to CMC and update chests to other shuffles (#6085)Reppan
2026-01-03modding: alt equipment (#6062)Reppan
Implements object_custom_equip objects that adds more support to have items modified by modders without having to export with hands or do xml edits to load hands. This is autonomous if exported as a object_custom_equip Also adds non existing DisplayList for items that originally did not have a DisplayList. Longshot and Big Goron Sword Sheath is 2 examples
2025-11-03Add `"CuccosToReturn": 1` to Main Randomizer preset. (#5915)Malkierian
2025-10-13Rando: Split fairysanity into distinct options (#5726)Cameron
* Split Fairysanity into groups * Split fairy registration per type * fix song fairy shuffle locations * Change "Song Fairies" to "Fairy Spots" * Update preset settings * clang format * simplify `shouldRegister` logic
2025-08-29Fixes for the German translation in scenes_ger.jsonExtloga
2025-08-29Fixes for the German translation in filechoose_ger.jsonExtloga
2025-08-29Fixes for the German translation in kaleidoscope_ger.jsonExtloga
2025-08-25Fix Dampe Going Backwards (#5731)Pepe20129
* Add FixDampeGoingBackwards * Update SohMenuEnhancements.cpp
2025-07-01tts: replace rupee count with key count in dungeons (except first 3 child ↵Philip Dubé
dungeons) (#5642)
2025-06-30Fix whitespacing in presets.Malkierian
2025-06-30Re-add new preset items to new preset files.Malkierian
2025-06-27Backport 2ship streamed audio (#5457)louist103
* Bring over changes from 2ship # Conflicts: # .github/workflows/apt-deps.txt # soh/CMakeLists.txt # soh/soh/resource/importer/AudioSampleFactory.h # soh/soh/resource/importer/AudioSequenceFactory.cpp # soh/soh/resource/importer/AudioSequenceFactory.h # soh/soh/resource/importer/AudioSoundFontFactory.h * Update xml format * Format and fix mixer for Windows * Fixes for new LUS * Good ole clang-format
2025-06-23Tools update (#5454)louist103
* Bump ZAPDTR & OTRExporter. Changes to use o2r by default Changes to the new player animation format # Conflicts: # OTRExporter # ZAPDTR # soh/soh/OTRGlobals.cpp # soh/src/code/z_skelanime.c * Fix actions * Format * Cherry pick ZAPDTR * Update exporter * Move configs to port * Remove copy * Remove more XML copies * Remove extractor directory from actions builds. * Fix OTRExporter for linux * FIx ZAPD volatile * Format * Fix extractor? * Fix linux * Fix * Remove appimage stuff * Screnity now * Remove ZAPD from install paths * Remove soh.sh.in * Fix linux * Cleanups and use a thread for message box
2025-05-23Preset Manager (#5459)Malkierian
* Add presets sidebar, proof of concept row-based listing. * Complete and unify section check/x drawing. * Add error state to InputString, and corresponding members and builders to InputOptions. Implement saving and loading of preset files. * Implement `Config::SetBlock()`. Implement Apply. Implement Delete. Some json structure changes. * Apply `CVarClear()` calls in CVar-prefixed widget functions. * Comment out satellite preset pickers for now. * clang * Fix ButtonOptions initializer list. * I hate clang... * Loop new preset checkbox creation. Restore auto-resizing to new preset popup. Remove errant BeginDisabled in randomizer (merge artifact?). * Add BlockInfo struct to make array with all info for each block. Setup loops for all other same-ish situations (applying presets, setting up columns, etc) based on blockInfo. * Save tracker windows info for later restoration. Lay the groundwork for said restoration. * Complete tracker window restoration on preset application. * Fix RadioButtonsOptions builder parameter type. Add race lockout to new and apply buttons. * Revert application of CVarClear on UIWidgets widgets (need to preserve manually-set default states). * Remove enhancements satellite picker. Swap randomizer satellite picker to use the manager presets, only displays presets with randomizer section included. Move built-in presets to the asset archive, and remove delete button on them. Remove PresetEntries.cpp. * Fix locations and tricks tabs not updating live when applying preset with new system. * Apply RandoGenerating lockout to rando preset Apply button. * Fix new presets not being properly filtered in satellite selectors. * Fix currently selected presets getting deleted still being selected in satellite selectors. * Change BigPoeTargetCount in preset files to 1.