| Age | Commit message (Collapse) | Author |
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(#4953) (#6808)
When a scene-forced/fixed camera (e.g. the Spirit Temple boulder-room
alcoves, CAM_SET_PREREND_FIXED / Camera_Fixed3) drives the view, the Free
Look angles in play->camX/camY are left untouched while manualCamera stays
set. On exit, Camera_Free resumed from those stale pre-alcove angles, so
the camera snapped/reversed instead of following the player out.
This does NOT change the forced-camera behavior: the alcove still clamps
exactly as the game intends. It only fixes the hand-off back to Free Look:
when Camera_Free resumes after another camera function drove the previous
frame (detected via a frame-number gap), the free-look yaw/pitch are
re-seeded from the camera's current orientation so the view continues from
where it was left.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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* fix(camera): let free look release the door peek camera
After walking through a door, the door camera (CAM_SET_DOORC) held the view and
only handed control back once the player moved or pressed a button, so the right
stick did nothing until then. With free look the camera appeared frozen after
every door.
Treat right-stick movement as a release condition too, using the same stick
threshold as free-look activation.
* refactor(camera): move door-cam free-look release to a VB_SHOULD hook
Reimplements the door peek camera free-look release as a vanilla-behavior
hook instead of inline logic in z_camera.c, keeping the decomp file close
to upstream.
- Add VB_RELEASE_DOORC_CAMERA wrapping the existing Camera_Special9 release
condition; the vanilla button/xzSpeed expression is left untouched.
- Move the right-stick / free-look threshold logic into a new enhancement,
FreeLookDoorCamRelease.cpp, registered with COND_VB_SHOULD and gated on
FreeLook.Enabled so the hook only exists while Free Look is on.
Behavior is unchanged from the previous fix; this only relocates the logic.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Free Look pinned the camera to the fixed "Camera Distance" setting, so it never
pulled in or out the way the vanilla camera does for the current situation.
Add an opt-in "Follow Default Camera Distance" setting (FreeLook.UseGameDistance)
that uses the game's per-mode default distance instead. The fixed distance slider
is hidden while it is enabled.
Closes #4050
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
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pointed out by Evangelia, cause of discrepancy in crawlspace glitch
* [Console](https://www.youtube.com/watch?v=2_tFHeEvXI0)
* [SoH](https://www.youtube.com/watch?v=-u3TzbdUr3c)
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* mouse
* (mouse) small fix
* "fix" implicit declaration
* LUS 1.2
* empty commit to force CI re-run
* include new mouse LUS
* deleted: soh/soh/Enhancements/controls/GameControlEditor.cpp
* [mouse]LUS
* fix input viewer header
* Bump LUS for mouse support
* Mouse Support
* Comment cleanup
* Adding the actual mouse enhancement files
* Fix (?) Windows and Mac builds
* Maybe fix MacOS now
* Why was it compiling with this??
* Mouse input viewer handling
* [Mouse] LUS bump
* [mouse] LUS
* (Mouse) bump LUS for dxgi fix
* F2 mouse notif
* Update soh/soh/Enhancements/controls/Mouse.h
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Update soh/soh/Enhancements/controls/Mouse.cpp
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Fix mouse shield ranges to match control stick behavior
* Use early returns in Mouse_HandleQuickspin
* newline cleanup
* cleanup
* rename BUTTON_COLOR_MOUSE_BEIGE to BUTTON_COLOR_MOUSE_GRAY
* 'Enable Mouse' tooltip
* Fix includes
* Comments re mouse quickspin
* bullshit
* Hook handler for cursor recentering on shield
* Hook handler for first person mouse aiming
* Hook handlers for mouse quickspin
* Hook handlers for mouse shield control
* Hook registration conditions
* Enable Mouse -> Enable Mouse Controls
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Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
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* Use gamemode enum
* update console command for file_select
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* Add names to start of typedefs
* Idle stuff
* 2 functions
* Player state flags
* Name functions + misc
* ActionChange => ActionHandler
* Some player unks
* More player unks
* Header misc
* Misc
* More misc
* Player Actions
* Missed comments
* Move ship specific stuff
* Fix build
* CsCmdActorAction to CsCmdActorCue
* Fix build
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* p
* Missed the prefix renames.
* More missed ones.
* Mostly finished cleanup.
Removed a few CVars and some related functionality.
* Bit more (prepping non-existent title card color editing).
* Resolve gCrowdControl.
* Final cleanup.
* Universal constant, not acceleration...
* Preset CVars.
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* Standardized CVar macros to have `CVAR_` at the front instead of the end.
Removed excluded and replaced sequence macros.
* Missed a few developer CVars outside of `SohMenuBar.cpp`
* 1 more.
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* rename `func_8002DF54` to `Player_SetCsActionWithHaltedActors`
* rename `func_8002F434` to `Actor_OfferGetItem`
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* start on arch
* noconfirm
* git
* noconfirm
* just skip cache
* cmake
* ninja
* gcc
* lsb
* sdl2
* png
* sdl net
* boost
* imagemagick and add opensuse
* non interactive
* git
* cmake
* add a bunch
* things
* more
* try to matrix
* soh otr i guess
* needs
* trying to figure out how matrix include works
* make the matrix?
* matrix debug
* install?
* echo?
* yuck
* cannot locate package false
* parens for good measure
* lsb
* libsdl2
* suse
* i forgot opensuse uses gcc-c++ instead of g++ for the package name
* png
* sdl
* more
* suse packages....
* fedora cmake
* 2?
* png
* handle old sdl2 net
* apt
* not sure if this is a problem for both clang and gcc on opensuse or just clang
* devel
* cmake min version
* def don't want this here but it's here for now
* does this do anything
* mantic because cmake version
* libopengl?
* fedora ninja
* fedora g++
* lsb
* fedora sdl
* libpng
* do a build
* clang fix
* give early returns values
* ImageMagick
* Update BUILDING.md
* something
* plain boost instead of devel?
* not packing so we don't need this part
* base?
* don't have it can't need it
* just use boost download on opensuse i guess
* move workflow
* bring back the file
* lus main?
* detach
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* state flags 1
* state flags 2
* state flags 3
* fill array
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Adds helper info for invert, distance, and transition speed options.
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* Add Collision Header XML parser
* Update CollisionHeaderFactory.cpp
* Remove "Num" attributes
* Fix crashes
Prevent crash when the camera setting is negative
Change some IntAttributes to UnsignedAttributes
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* Document static variables
* Document enums and structs
* Document some functions
* Document more functions
* actionParam to itemAction and fix build
* Document some local variables and a define
* General cleanup
* Use PlayerMeleeWeaponAnimation enum when appropiate
* Document some function parameters and local variables
* Document some of player struct
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* transition variables renamed
* transition circle
* transition wipe
* sand storm
* remaining sceneloadflag rename
* transition trigger macros
* transition mode enum
* transition type enum
* tc set params
* creg debug transitions
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* Documentation changes for zplayer
* Update soh/include/z64player.h
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
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Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
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* Add scene table
* Re-add accidentally deleted entry
* Update CrashHandlerExt.cpp
* Update CrashHandlerExt.cpp
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* fix check for debug mode when watching cutscene debug inputs
* update other cvar to debug enabled
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* Mirrored world PoC
* invert culling for health meter and A button action
* A few more fixes
* Fix for item equip animations
* Fix for pause triforce
* Mirror scenes with static backgrounds
* mirror minimap for mirror world
* mirror dungeon maps and icons on the pause menu
* mirror overworld map and icons on the pause menu
* mirror debug world movement
* mirror shops cursor and movement
* use flip flag
* Reverse crouch stab x axis for mirror mode
* use invert culling command and clean up culling logic
* Move mirror mode handler to mods and support random modes
* Small cvar tweaks
* mirror billboard score numbers and fix gyro horse mirrored inputs
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Co-authored-by: Adam Bird <archez39@me.com>
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* Add ability to disable camera recentering on idle
* Remove platform check
* Update else camera comment
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* Update z_camera.c
* Update GameControlEditor.cpp
* Update GameControlEditor.cpp
* Update GameControlEditor.cpp
Adding Sliders for first person X and Y axis
* Update z_player.c
Modified variables to allowed separate sensitivity settings for x and y axis
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* Moves SoH mixer to SoH from LUS.
* Debug camera now works in SoH, but mempak saving does not (yet).
* Debug camera is now enabled/disabled based on the gDebugEnabled cvar.
* Updates OTRGlobals comments
* Updates OTRGlobals comments
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Co-authored-by: kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: KiritoDv <kiritodev01@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
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* Initial camera distance slider
* works with freecam
* improving the settings configurability, adding distance slider and transition speed for the free camera
adding seperate sensitivity and invert settings for aiming/first person camera
* spelling
* tooltip msg on camera invvert
* typos
* removing the original free camera checkbox in experimental menu
* adding name change to new presets file
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
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* added fix option to fix camera swing; Fixes camera getting stuck on collision when standing still, also fixes slight shift back in camera when stop moving
* add option to fix hang off ledge swing rate; Fixes camera swing rate when player falls of a ledge and camera swings around
* adding camera fixes to preset list
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* Fixes most known bugs associated with FreeCam
Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com>
* Address review suggestions
Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com>
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* Use PlayState instead of GlobalContext
- GlobalContext -> PlayState
- globalCtx -> play
- GlobalCtx -> PlayState
- globalContext -> playState
* Find and replace Gameplay_ with Play_
* Correct some misnamed argument cases
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* Adds camera sensitivity option
* Fixes default values
* Fixes default values (for real this time)
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* disable crit wiggle
* Set to zero in default preset
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vanilla (#1610)
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* Adds inversion options
* Fixes compilation
* Adds options to new detailed control editor
* Fixes inversion on C-Up view
* Fixes right stick aiming
* Fixes right stick aiming again
* Adds tooltip function + tooltips to gamecontroleditor.cpp
* Fixes tooltip for X axis
* Uses LUS tooltip function instead of new one
* Adds padding to camera control editor
To fit more in line with other enhancement checkboxes
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* zret: Documentation pass on scene/room commands #1226
* Update OTR scene
* zret: Document the lens system #1079
* zret: Misc. doc/cleanup 4 #1093
* zret: Fix misc 8 #1150
* zret: Document Distortions from z_camera and z_view #1102
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