* 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.
* Add all macros.
Replace all randomizer seed setting CVars with appropriate macro.
Cleaned up non-gameplay-critical things that are part of Spock Race rando presets (like RTA timing, displaying timer, displaying the glitch lineup tick, or Fast File Select).
* Wrong slash...
* Fix DEVELOPER_CVAR macro.
Add GENERAL_CVAR macro.
* Change Item Tracker CVars, including open window CVar.
* Swapped open window CVars.
* Swapped Entrance Tracker CVars.
* Swapped Check Tracker CVars.
Changed Item Tracker "HudEditMode" to "Draggable".
* Renamed `RANDOMIZER_CVAR` to `RANDO_ENHANCEMENT_CVAR`.
Swapped rando enhancement CVars.
* Mirroring last commit from part 1 in randomizer.cpp
* Another mirror from pt 1
* 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
* Fix resetting button icon colours in message boxes.
* Fix type/math error for custom color in textbox icon pulsing.
* Fix type error for custom color in ocarina icon pulsing.
* Make custom env colour math more closely match vanilla equivalents.
* Make comments presentable.
* initial support for mixing boss entrances in the mixed pool
* support decouple for boss entrances
* missed decouple change
* add blue warp exits to boss rooms in location access
* add entrance get helper methods
* fix assumed targets not using root in entrance name
* add dedicated blue warp entrances and handle blue warp changes during generation
* change bluewarp handling in game to use unique blue warp entrances
* handle blue warps in entrance tracker
* fix overriding all jabu and water temple rooms
* fix grotto returns when exiting boss rooms/dungeons
* fix blue warp logic by tracking original connected region key
* use entrance enums
* remove unneeded entrance values
* fix decouple generation crash
* fix jabu mq backwards logic
* Pause Warp Enhancement
This commit introduces the PauseWarp mod, a feature that allows players to warp to different locations in the game directly from the pause menu.
- Add PauseWarpState structure to manage flags and cooldowns for the pause warp feature.
- Implement IsStateValid function for state validation.
- Implement ResetStateFlags function to reset all state flags to default values.
- Add InitiateWarp function to handle the initiation of warp sequences.
- Implement HandleWarpConfirmation function to confirm and execute warp actions.
- Implement HandleCooldowns function to manage various cooldown timers.
- Add PauseWarp_Main function as the main logic, called every frame to handle pause warp functionality.
- Map warp song messages to in-game text messages.
* Warp Song Check
-Now if you do not have a warp song you won't be able to select the empty slot and still teleport.
* Added Audio Fanfares and Changed stateFlag1 to PLAYER_STATE1_IN_CUTSCENE
-When selecting a warp song the audio for the applicable warp song will now play for a extra vanilla feel.
-Changed the stateFlag1 because previously it just disabled input allowing enemies to harm you. Now that won't happen because the game is put into a cutscene state.
* Feedback Update
-A new hook was created 'OnPauseMenu' so now PauseWarp_Main is only called when the pause menu is open
-Moved pauswarp.c to the Enhancements folder
-Removed from graph.c
PR Change:
Changing to the main branch instead of sulu
* Feedback Update #2
-Introduced new function 'PauseWarp_Idle' now that 'PauseWarp_Main' is no longer called every frame
-Added C wrapper to access 'GameInteractor::IsSaveLoaded' and scrapped the 'IsStateValid' function
-Added 'PauseWarp_Idle' to the the 'RegisterPauseWarp' function
-Refactored the code some
* Linux Compile Issue
-Added a missing header that was causing a compile issue for linux
-Hopefully, it won't crash
* Minor Bug Fix
-Now link won't get soft locked when warping to the same location twice
* Update libultraship
* Revert "Update libultraship"
This reverts commit 746fc23479.
* Bug Fix
-Added more checks to ensure vanilla behavior when a Ocarina is not in the players inventory.
* WIP
* Done unless I'm missing headers
* now we done
* clean up, these arn't needed anymore
* Rename OnPauseMenu to OnKaleidoUpdate
* Hookshot, Hammer, & Boomerang
* Added the remainder of equipment and DL Patching for hands
* Removed Mirror Shield Patch
Messed with the front texture of shield
* Child Hylian Shield Cheat
Adds a cheat that allows Child Link to hold Hylian Shield as adult. Added to this since it uses the same way to render the shield
* Debugging
* Adds Scaling to Child Link with Adult Equipment
* Fix Merge Conflict Blunders
* More cleanup
* Added Scaling checkbox and some clean up
* Added an || ITEM_NONE
* More cleanup and simplification
* Accidently added spacer
* Replace B_BTN_ITEM
* Spacing
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Added most sheath functionality
* Updated tooltips
* removed child hylian shield and tweaked bow/slingshot
Made child hylian shield cheat into a separate branch and hooked into existing bow/slingshot enhancement for drawing those
* Prefixes
* ()
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Each Heart Container or full Heart Piece reduces Links hearts by 1
* Based on Briaguya's suggested Code but modified slightly as some parts were missing.
* Static Bool
* The episode without Captain Hook's Hook
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Menu options, note speed, unlimited playback time
* Instant win
* Add custom ocarina game cvar to all options and presets
* Extra spaces
* Add starting note count, ending note count by round, more presets
* Block out vanilla code + comments
* finish blocking out vanilla code
* new documentation formatting
* add starting notes to randomizer preset
* add map palettes per pulse to leverage shader caching
* use unregister blended with kaleido maps
* use Gfx_TextureCacheDelete for KD lava
* bump lus
* add miss tex clears for KD
* 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
* Add right-stick aiming to third-person aim
* Add Z-aiming CVar and inversion to Z-aiming
* Create calculation for rel.right_stick and apply it in Z-aiming
* Move option to First-Person section to match shield
* Fix max/min aiming heights
* Expand min/max + comment
* block out vanilla + comments
* block vanilla code better
* Remove extra space
* new documentation formatting
* rewrite ==0 and !=0
* Hook into flagset hooks for processing check tracking. Has some manual workarounds (some breaks still need to be found).
Remove areaChecks and looping functionality as redundant.
* Additional vanilla handling.
* Fix tracker not showing MQ checks in MQ non-rando.
Fix tracker marking non-MQ variants of dungeon checks (e.g. map chest, etc) when collecting in MQ.
* Set all areas to spoiled if not rando.
* Revert attempt to spoil in randomizer based on MQ dungeon count as I don't know how that works at the moment.
* Restore and update spoiling based on MQ dungeon settings (none, selection, or count of 12).
Fix Anju As Adult check.
* Remove Anchor-specific code :baguette:
* Use `ClearAreaTotals()` in `Teardown()` instead of the duplicate code there.
* Update to `ClearAreaChecksAndTotals()` with `vec.clear()` added.
* Fix type spoiling again. Now spoils on 0 MQ dungeons, not rando, if the option is enabled in check tracker settings, selection, or set number of 12.
Fix vanilla checks being marked collected in MQ dungeons.
* Fix 100 GS check.
* ACTUALLY fix 100 GS: change flag type to `RandomizerInf()` in `item_location.cpp`, add RC to RandoInf for it to the table. Also don't send GI for flag if father, falsely triggers ZR frogs minigame.
* Fix gravedigging tour tracking.
* Fix membership card check tracking.
Change scene and flag values to any existing enums.
Clarifying formatting for the checking loop vOrMQ conditions.
* Fix Gravedigging Tour tracking.
Simplify Always Win Gravedigging Tour and Fix Gravedigging Tour Glitch applications.
Modified all necessary paths to use vanilla GDT PoH collection flag instead of randomizer variant.
* Fix Kak Potion Shop being "seen" when entering as child.
* 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