* All features are for the equipment menu:
Added ability to use the right stick for rotate Link enhancement.
Added ability to have analog control on rotating Link.
Added ability to zoom into Link with right stick.
Added ability to have Link do random animations Idle only.
* Added RotationSpeed as a multiplier rather than a hardcoded 2.5
-Allows for more custom control
-Also gives purpose for the slider to still be present w/ RStick
* Specifically for the RStick, divided RotationSpeed by 150
-Even at RotationSpeed 1 it was way too fast
* Added logic to play animations based on what Link has equipped & his age
- If has sword and shield, all animations
- Unless he's a kid with the Hylian shield equipped
- If has sword no shield, all anims but shield anim
- If has shield no sword, all anims but sword anim
- Unless he's a kid with the Hylian shield equipped
- If he has no sword or shield equipped no sword or shield anims
* Casted RotationSpeed to float for RStick and divded by 600.0f
- Did this instead of dividing by 150, as at RotationSpeed of 20
the rotation was so fast it was almost nauseating.
I noticed at RotationSpeed of 5, it was still very quick.
Logically, another division of 4 was necessary.
* Changed the spacing
* Add the ability to play the ocarina really fast like in MM3D
* Clean up CVar condition
* Rename Unlimited Ocarina Speed to Prevent Dropped Ocarina Inputs
* Added a time saver option to allow players to instantly put items away
Expanded the range of damage multiplication to 80 (20 hearts of damage for each quarter heart) so players can play a sudden death challenge
* The damage sliders are now comboboxes
Damage multiplication is now exponential instead of incremental
The FPS slider is now a text input
* Splitting into solely being a quick putaway PR
* Removed some leftover code from the split
* Giant's Knife Behaviour Fixes
Fixes a case where Giant's Knife (specifically, breaking and re-buying it) can behave unexpectedly if you don't have a Kokiri Sword in your inventory. Also fixes the broken icon not showing up in inventory after you break it.
* less whitespace
* fix 0xE check
Accidentally committed with the wrong check
* Move the grayscale code up
Moved the grayscaling portion up higher in the function and renamed "bool not_acquired" to "bool age_restricted". Thanks to @vaguerant for the suggestion!
reported on discord, i don't have the ability to reproduce this, but it
appears to be a benign fix, as the only time that the tent2 is checked
down later is guarded by a null check.
* prefix randomizer methods with Randomizer_
* make filename a local var
* remove unused file, update malon to use new names
* move randomizertypes to randomizer directory
* rename to Randomizer_GetSettingValue
Co-authored-by: briaguya <briaguya@alice>
* Initial controller hud ui
* Reverted fbdemo changes
* Moved config to json and implemented controller config
* fix build on linux, gitignore new config file
* fix build
* Fix compilation and file directory paths
* Call save on cvar save
* Fixed cvar loading and added deck slots to the config
* Changed control deck port 0 to use a physical device by default
* Added gyro and rumble & fixed loading errors
* Save config on toggle menubar
* fix linux build
* Fixed drift calculation
* Controller config now saves when pressing F1
* Removed ExitGame hook from ImGuiImpl
* Moved mappings to a map
* Added GetKeyName
* untranslate scancodes
* Fixed hud layout on keyboard device
* Fixed keyboard read on hud
* Fixed crash when reloading controllers
* Removed ConfigFile and changed file extension
* Changed Dummy to Disconnected and fixed filters
* Removed function leftover
* Changed ControllerHud to InputEditor
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: David Chavez <david@dcvz.io>