| Age | Commit message (Collapse) | Author |
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* shuffle gerudo fortress entrances
* tracker names
* typo
* don't jail from TH in mixed gerudo entrance shuffle
* split RR_TH_KITCHEN_TOP
* fix incorrect logic re near gs to long roof
* whitespace
* Shuffle Thieves' Hideout
* increase ENTRANCE_OVERRIDES_MAX_COUNT
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amazingly the code already handles the flag being cleared to raise the water level,
so only need to setup hooks for ocarina spot to toggle
In MQ it's a diamond switch, so only need to turn it into a toggleable diamond switch
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* Bump LUS to include FileDropMgr's new registration system and initial cursor visibility changes.
* New LUS ref.
* Remove default on for cursor always visible.
Add option to camera controls next to enable mouse input for autocapture.
Set autocapture on startup.
* next LUS
* clang again
* Add "EnableMouse" CVar check to startup SetAutoCaptureMouse.
* Back to LUS main.
* lus version with fixes we need
* very wip
* get it building
* soh otr
* bump lus before fixing soh side stuff
* build
* still builds
* mac error
* bump otrexporter
* bump to lus main
* upstream otrexporter
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Co-authored-by: Malkierian <malkierian@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
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* treesanity
co-authored-by: turbofist
* market tree at night
* NL Trees
* remove LUSLOG
* feedback
* format
* golden skulltula tree qol
* post-rebase
* trust -129
* remove tree graphic, crate csmc
* format
* feedback
* ObjectExtension
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blair-dev-9-8
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* Add FixDampeGoingBackwards
* Update SohMenuEnhancements.cpp
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warp bypass. This also fixes the issue with shadow and spirit medallions not being given in vanilla without cutscene skips on. (#5763)
Ensure shadow and spirit medallions get queued when skipping story cutscenes in vanilla.
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* Reduce stuff in the `.h`s & use `COND_HOOK` + variants
* Move some boss rush stuff from `z_file_choose.c`
* clang
* Update BossRush.cpp
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* Encapsulates ship-specific stuff inside the first state checks in menu draw functions to prevent function bleed.
* clang
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blair-foxtrot-dev
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* Split Skip Pickup Messages
following ZFG's comment https://youtube.com/clip/UgkxF-LDaR-zyTkqSkqtP3dkLrCca_KGScIw?si=RJY9SIG8QKSiWgVl
splits the Skip Pickup Messages time saver for consumables and bottle pickups
* CVar updates I missed
* another cvar I missed
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* CrowdControl additions & improvements
* Update after dev merge
* clang format
* Revert "clang format"
This reverts commit 1be5ad18f5995792971fa0a1772109b0157817b4.
* clang format
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Also prevent check tracker crash loading Boss Rush.
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Target You" to hooks (#5597)
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Makes boat 25x faster
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* Japanese translation for Better Debug Warp Screen
* Incorporate fixes by balloondude2 (except Shield/Treasure Chest Grave inconsistencies which I'm unsure how to handle that)
* Localize "Scene Selection" header for each language
* Added/Restored the ability to render Hiragana characters using GFXP_HIRAGANA macro
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* ShuffleFairies: ShipInit
* fix big fairy items
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* Added/Restored the option to automatically boot into Debug Warp Screen
* clang-formated
* Added a new hook and moved Boot To Debug Warp Screen to it
* clang
* Added DebugEnabled to initFunc's CVar list. This should prevent Debug Warp from being triggered when Boot to Debug Warp option is enabled but Debug Mode option is disabled.
* No longer hijacks CustomLogoTitle
* Disable "Boot Sequence" dropdown when Boot to Debug Warp Screen is enabled
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* rando: always spawn guard behind gate (also fix gaurd typos)
someone had seed where they had card so couldn't be caught to pass gate in reverse wasteland
* move guard spawn logic to hook
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Blair -> Develop 6/12
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* Difficulty: FireTimerMultiplier
Introduces slider to adjust timer on fire walls resetting switches
* rename, add more timers
* also shadow trial, dampe race, deku water
* avoid decrementing timer to 0, which with BgMizu can cause timer to go below 0 & break
* gtg eye statue
* also scale torches
* tooltip
* Limit difficulty: torches stop at -3 & shadow temple torch puzzle stops at -4
* put timer condition as should when convenient
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* Gerudo Guards: offer to throw you in jail
Necessary for logic to use being captured in routing
* don't intercept Ge3
* TODO_TRANSLATE
* cleanup
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list (#5569)
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* Add version control for Rachael saves and old rando saves.
* Change spoiler drop success sound to puzzle success chime.
Add spoiler drop fail sound (sys_error).
Improve path sanitizer operation.
Add check for a spoiler having a version and it equaling running version. Deletes spoiler CVar if spoiler becomes unusuable while running, and prevents loading dropped spoilers that don't match.
* clang
* Remove backslash escaping from Sanitize.
Remove duplicate Sanitize from Context and make it use SohUtils.
Fix typo.
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* Hookify TreesDropSticks
* fix off by one
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* Add Anubis, Flare Dancer, Skull Kid & Spear Moblin
* Include spear moblins and exclude flare dancer in clear rooms
* Exclude anubis from clear rooms
* Fix skull kill issues
* Clang format
* Address review
* Use hook
* Update z_en_mb.c
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* Default to Hiragana keyboard in Name Entry screen when playing in Japanese (NTSC behavior)
* clang-formated
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* ShuffleSongs.cpp
* Address review and fix build
* Update soh/soh/Enhancements/randomizer/settings.cpp
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
* Change back to "Off"
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Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
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* EntranceShuffler ApplyEntranceOverrides.
* Updated ApplyEntranceOverrides.
* Updated ApplyEntranceOverrides.
* Initial Entrance Discovery.
* Added Randomizer_EntranceDiscovered.
* Updated Randomizer_DiscoverRegion to discover unshuffled connected regions.
* Removed extra semi-colon.
* Update to latest entranceShuffleTable.
* Format fixes.
* Updated EntranceDiscovered to account for entrances not in the entranceShuffleTable.
* Rediscover regions when loading a game.
* Rediscover entrances when enabling Available Checks.
* Added Rando::Context::ParseTricksJson.
* Updated ApplyEntranceOverrides to skip default (unset) overrides.
* Fix clang-format failed check.
* Set mLACSCondition when loading a Randomizer game.
* Updated rediscover loop to use MAX_ENTRANCE_RANDO_USED_INDEX.
* Move entrance discovered into ProcessExits.
* Discover spawns when pulling/placing the master sword.
* Discover adult/child spawn when using Song of Time to switch age.
* Reset logic and ApplyOrStoreItems without applying the item effects to the save when calculating available checks.
* Removed !itemLoc->IsAddedToPool() from the check tracker.
* Remove region discovery as its not needed anymore.
* Cleanup changed files for PR.
* Added Available Checks - Process Undiscovered Exits DebugConsole command.
* Added initial Available Checks - Recalculate DebugConsole command.
* ACPUE, recalculate only if save loaded. ACR, set age and times for the starting region.
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Japanese (#5487)
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