* First pass of UX changes
* More padding/styling/layout
* More styling
* Moar styling
* Some more styling
* Implemented padding helpers
* More styling, added closing buttons to windows
* Fixed merge conflict mistake
* Fixed new enhancements
* Hopefully fix jenkins errors
* Changed button behaviour, more styling
* Tiny code cleanup
* Change buttons from close/open to > when open
* Small button spacing fix
* Small styling changes after merge
* Small fix after merge mistake
* Changed input disable to only be forced on switch
* Inverted if
* Finally fixed validation
* Removed enhancement if its a switch build
* Input now only gets blocked when the device is not a keyboard or its on switch
* Input gets blocked when the controller view is opened
* gControlNav is enabled by default on switch
* Fixed compilation issues
* Proof of concept
* Finished default preset
* Added v1 presets
* Overhauled implementation
Function has been moved out of ImGuilmpl.cpp, and all presets have been put in their own functions so they can be applied in a cascading manner.
Also did some slight changes to the presets themselves.
* Fixed link animation settings
* Deleted unneccesary change
* Fixed missing newlines
* Moved functions back to ImGuilmpl.cpp
* Removed Ironman preset
* Automatically save after every scene transition
* Refactor and don't save in grottos
* Don't save in cutscenes
* Save after getting items as well
* Fix paren
This fix being unable to select both entry of controller that has same ID and Name (for example Mayflash mf103 in my tests got two port both ports has same name and ID.
* added Cheat Sync Time
This syncs the ingame time with the real world time.
I wasnt quite sure where to put the code so im sorry if this is bad i just wanted to contribute to this project.
* Update soh/src/code/z_play.c
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Update z_play.c
added suggestions from leggettc18
* Update z_play.c
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Speed up lifting silver rocks and obelisks by 3x
* Increase rock lifting speed to 5x
* Fix bug that sped up picking up small rocks, grass, bombflowers
* Add enhancement checkbox for faster block lifting and reduced speed to 3x
* Remove manual newlines from the middle of sentences in tooltips and automatically break long lines instead
* Move split functionality into header so randomizer tooltips can use it
* Rewrite logic to be O(n)
* Found another typo
* Move helper function to libultraship to (hopefully) get Jenkins happy
* Fix typo I made when fixing the typo before
* Remove unneeded header
* Parameterize line length in case variable line length is desired in the future
* FIX: Increased the maximum actor limit for draw distance
Fix issue #529
* TWEAK: added 360hz support
Has been asked by an user who have a fancy 360hz laptop refresh rate
https://www.androidauthority.com/asus-rog-ces-2021-1191928/
* TWEAK: Forgot one value
* Allow Equipment Toggle
Allow player to toggle equipment on/off on the equipment subscreen. For tunics and boots, this will revert them to Kokiri Tunic/Kokiri Boots. For shields, it will un-equip the shield entirely. For swords, only BGS/Giant's Knife is affected, and it will revert to Master Sword.
* Set up Cvar and check for MS
Set up the cvar/imgui and add a check that we own the Master Sword (in case we're in the Ganon fight)
* Use tex sizes from texture rather than hardcoded values
* Dynamic do action tex sizes
* Remove unused minimap texture keys
* Restore MESSAGE_STATIC_TEX_SIZE
* Use dynamic offsets
* MACRO it up
* Enable SPDLOG in Xcode
* Handle non-existent texture