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2023-01-30Rumble and check tracker fixes (#2419)Sirius902
* Fix rumble * Fix check tracker crash
2023-01-26Debug camera (#2400)Kenix3
* 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
2023-01-25Implement GameInteractor & move CrowdControl and console commands to it (#2358)aMannus
* Begin GameInteractor * Basic skeleton of PoC * WIP * First 2 CC effects transitioned to GameInteractor * Prepare GameInteractor classes for CrowdControl * More effects & replace chaosEffects with GameInteractor * CC connection fixes & all CC effects (enemy spawns still borked) * First couple of build error fixes * Fix build * Proper enemy spawning * Clean up old CC code * Extract link size/invisibility into GameInteractor * Small fix/cleanup * Suggestions for PR * Address PR comment * Addressed more comments & small adjustments * Fix crash when spawning enemies * Remove Remove() * Move checks into Apply() and move CC and some console commands to it * Use inheritance to abstract check on application * Rename prefix Actions with RawAction * Make Remove return a Result * Fix issue with compilation * debugconsole -> GameInteractionEffects progress * Add State in GI * Unify some Effects * Port more debug console items * Remove state modifyiers from raw actions * Port over last raw action / state in console * Adjust some types * Consolidate link size modifier effect * Adjust more types * Define category strings in CC * Clean up remaining non defined strings * Fix bug in timed effects * Rename old pack * CC fixes * Translate GI enum function * Console cleanup/fixes/consistency Co-authored-by: David Chavez <david@dcvz.io>
2023-01-25Add faster farores enhancement (#2394)Garrett Cox
* Add faster farores enhancement * Add preset entry
2023-01-25Enhancement: Better Farore's Wind (#2374)Ralphie Morell
* Updated SaveManager, SaveContext; lifted restriction from gtg and ganon's castle; disabled clearing fw during master sword lift; added checkbox * increment load version (whoops); clear age fw after use * beef up fw console handler (for testing) * Simplify better FW (2 copies > 1 copy) * Apply suggestions * whoops
2023-01-23Don't require input for credits textboxes (#2193)Garrett Cox
* Don't require input for credits textboxes * Use cvar instead of rando flag
2023-01-23Add cheat for extending hookshot reach (#2178)Garrett Cox
* Add cheat for extending hookshot reach * Adjust cvar usage
2023-01-23fix mido spawn for dungeon entrance rando (#2384)Adam Bird
2023-01-21Full health spawn (#2377)briaguya
* full health spawn Co-authored-by: MoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com> * add enahancement to gamemenubar, update to use new cvar method names, simplify save loading logic so loading a save with less than 3 hearts spawns with full hearts with enhancement enabled instead of spawing with 3 * formatting Co-authored-by: MoriyaFaith <46070717+MoriyaFaith@users.noreply.github.com>
2023-01-21Rando - Ganon & Ganondorf cutscene skips (#2321)aMannus
* Ganon(dorf) cutscene skips * Remove leftover code * Comment out the Ganondorf dying cutscene skip
2023-01-20Enhancement: Adds Slider for Duration of Sequence Names on the Overlay (#2375)Christopher Leggett
* New function: overlay text duration in seconds. `Overlay_DisplayText` took a float as an argument, with no clear indication of what that float represented. That float also evaluates to different durations given different frame rates. However, since we know what the frame rate should be at any given time (since it's stored in a CVar) we can calculate what this duration should be based on the number of seconds we want the overlay to be displayed. That's what `Overlay_DisplayText_Seconds` does. * Adds Slider for Overlay Sequence Name Durations
2023-01-20Rando: Boss Entrance Shuffle (#2194)Adam Bird
* sync 3ds upstream logic changes for boss rooms * add boss shuffle settings and handling to 3ds code * add boss shuffle handling to game code * repair authentically bugged entrances for boss shuffle * add boss entrances to the entrance tracker * unset hint area for boss rooms to fix altar hint * update boss reward hints to not mention dungeons * one more boss heart container hint fix * reorder entrance rando funcs * support closed forest with boss shuffle and simple boss room entrance pairs in shuffle table * fix death warp in boss rooms without saving; fix KD boss room in tracker * remove boss shuffle check from dungeon open checks and some cleanups * add boss shuffle to preset clear * remove dungeon entry exit connection from boss rooms * another no hint fix for boss shuffle * undo change for exact location hints * clarify comments
2023-01-19Rando: Misc. Hints (#1947)Ralphie Morell
* Added too much * Added 3d settings and brought over to soh * fixed conditionals for replacing LA hint * whoops * Finshed making settings consistent; minor text edit * fix leftovers from adding warp hints * more fixes from merge * fix skull hint messages * Added fire temple goron junk hints; menu stuff * Address feedback * Added optional scrub text * whoops * Add hint cvars to clear preset func * whoops again * whoops the third * ADD: French Pass * FIXED: Dampe + Skull Reward * TWEAK: German skulltula hint * TWEAK: French oopsie * Address feedback * whoops * remove "staticness" from altar/ganon text funcs * ADD: German * actually add warp song hints to things; always generate ganon hint and let OTRGlobals handle showing it * Fix CVar Getters * whoops * for real this time * Actually implemented scrub text in 3d rando Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
2023-01-19Add Starting Songs Option (#2221)Patrick12115
2023-01-19Adds option for showing sequence names on the overlay (#2237)Christopher Leggett
* Adds option for showing sequence names on the overlay Allows sequences to appear on the overlay in the bottom right corner for a few seconds whenever a new one is loaded into the primary sequence player. This means it does not apply to fanfares or enemy bgm. Fanfares I chose not to display because it would cause a lot of text to display back to back in some areas, and enemy bgm would have some technical challenges with this due to the way it loads. Mainly because the Lost Woods music would load in Goron City the same way (as well as the opposite). * Fixes crash when a sequence without a name is attempted to be displayed. * Removes accidentally committed CMakeSettings.json * Updates CVar_GetS32 to CVarGetInteger
2023-01-19documentation: use `NpcInteractInfo` from zret (#2370)briaguya
2023-01-17Moves SoH mixer to SoH from LUS. (#2361)Kenix3
2023-01-17Merge branch 'develop' into bradmergebriaguya
2023-01-17fix top left dungeon entrance icon in graveyard (#2303)briaguya
Co-authored-by: briaguya <briaguya>
2023-01-17Disable BEL char by default when terminal attached (#2306)Amaro Martínez
2023-01-17Rando: Adjust locked door logic for temples and give starting keys for MQ ↵Adam Bird
Spirit (#2343)
2023-01-17refactor: use LUS 1.0 RCbriaguya
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>
2022-12-26fix: make fisherman rumble text work (#2279)briaguya
we weren't correctly setting the pakType in padMgr because the depreciated `gRumbleEnabled` cvar was being checked
2022-12-23Fix common enemy rando crashes (#2242)aMannus
2022-12-21Fix ice trap particles (#2229)aMannus
2022-12-21Fix particle regression (#2228)aMannus
2022-12-21Fix crash on mac with custom sequences (#2226)Garrett Cox
2022-12-20Rando - Fix ice traps & get item logic (#2210)aMannus
* Fix ice traps & get item logic * Fix shop keepers & more draw logic cleanup
2022-12-20Fix cosmetic oob hacks (#2211)Garrett Cox
2022-12-13Always use authentic cache policy for replaced seqs (#2176)Christopher Leggett
2022-12-12Prevents autosave during Ganon fight. (#2163)Christopher Leggett
* Prevents autosave during Ganon fight. * Removes unnecessary switch case.
2022-12-12improving free cam settings configurability (#1987)frizzle101101
* 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>
2022-12-12added fix option to fix camera swing; (#1992)frizzle101101
* 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
2022-12-12Fixes crash due to OOB soundfont access. (#2157)Christopher Leggett
2022-12-10Don't autosave immediately after purchasing from a shop (#2079)Josh Bodner
2022-12-10Gameplay stats 1.1 (#2129)Sarge-117
2022-12-09fix: prevent oob access of sequenceMap (#2123)briaguya
Co-authored-by: briaguya <briaguya@alice>
2022-12-08Cosmetic Editor v3 (#1898)Garrett Cox
* Cosmetic Editor v3 * Workaround for cvar_clear not working correctly * Nest RGBA values under Value key * Implement arrow cosmetics * Implement keese cosmetics * Tweaks to life meter * Implement file choose color * Remove old title fire colors * A few more silly things * Fix from upstream pulls * Fix hilts and sword during ganon cutscene * Add slingshot * Add metal trap and red ice * Add iron knuckles cosmetics * Add navi cosmetics * Attempt to fix linux error * adjust some comments and alignment * Implement trails cosmetics * Implement charged sword spins * Comment out options that haven't been implemented * Fix exploded rupee color in shooting gallery * Add two silly options * Add comments and minor changes from feedback * Adjust comment about boomerang gem * Gracefully handle chest textures missing
2022-12-08Custom Sequences (#2066)Christopher Leggett
* Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08fix: ensure `play` isn't null when reading from it (#2115)briaguya
Co-authored-by: briaguya <briaguya>
2022-12-06Rando: Entrance Tracker v1 (#2005)Adam Bird
* initial pass for entrance tracker * add search meta tags to entrance tracker data; clear entrance tracker on title screen * rename to use playstate/play * fix lus imports * move discovered entrance info to SohStats struct * Add scene info and highlighting to entrance tracker * hide undiscovered text when searching * add comments for entrance tracker * fix merge conflict error * account for zora river -> hyrule field water entrance in tracker * fix assignement error * remove unneeded defaults from debug file init * adjust entrance tracker settings and add more search tags * convert magic numbers to defines; add more comments to entrance tracker; clarify variable names * add reverse index to entrance tracker data to compare with instead of using strings * rename variables
2022-12-06Merge branch 'develop-flynn' into flynn-to-devbriaguya
2022-12-07[Feature] Entrance Rando v2 (#2071)Adam Bird
2022-12-06[Feature] Rando: Enemy Randomizer V1 (#1781)aMannus
2022-12-06use enum for boss keysanity (#2096)briaguya
* use enum for boss keysanity * merge Co-authored-by: briaguya <briaguya@alice>
2022-12-06use enum values for maps and compasses (#2086)briaguya
Co-authored-by: briaguya <briaguya@alice>
2022-12-06use enum for language (#2097)briaguya
Co-authored-by: briaguya <briaguya@alice>
2022-12-06use enum for starting age (#2085)briaguya
Co-authored-by: briaguya <briaguya@alice>
2022-12-04Don't autosave after obtaining bombchus if bombchu drops are enabled (#2077)Josh Bodner
2022-12-04Don't autosave in the Chamber of Sages (#2076)Josh Bodner