* -
* DPad/some margin fix(left side)
* various ImGui stuff and fixes
* disabled kaleido menu (non working)
* fix win being dumb
* same for C btn this time
* Fix windows build
* Beating hearts fix
* Default win size and some placement fix
* Fix Dpad Ammo & C notes, Kaleido, white dog
* some texts fix and tab move
* Add stone of agony, some fixes and build correctly
* precise item place with Dpad
* Gamecube -> GameCube
Co-authored-by: Baoulettes <iMacWin10>
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e.
* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
* Adds toggles for disabling random drops and fixed heart drops
* Changed the "No Fixed Heart Drops" toggle to the more useful "No Random Heart Drops" toggle
* Adds an explanation that the no heart drops option is similar to Hero Mode
* Moved difficulty options into their own sub-menu
Moved time saver options into their own sub-menu
Moved clutter reducing options into their own sub-menu
* fixed the tag name of mweep speed
* Moved Skip Text to Experimental
* Fixed soh filters
* add more makefile changes
* almost ready
* more updates
* update
* update
* Update Makefiles to handle both platforms
* Allow for overriding the CXX and CC executables
* Restore original structure while supporting custom CXX flags
* Remove some platform specific libs
* Dynamic target name
* Make X11 paths package-agnostic
* Remove changes to `gfx_opengl.cpp`
* Use OpenGL2 on MacOS instead of OpenGL3
* make it actually render something
* render at least the first texture, still need to figure out the second
one
* Let’s use OpenGL 3 again
* maybe this works to get the right texture? link's eyes still look off a bit
* did this work?
* set the platform to macos
* actual numbers are right, but logic is ugly XXX/TODO, i know
* add zlib to ldflags for ZAPDUtils
* A bit of cleanup
* Revert unneeded changes
* Remove GL_CHECK
* Fix issues with z64 branch
* use an std::map instead of a giant array
* three point filter fix (#2)
* Fix mac compilation
* fix audio for 64 bit
* revert audio heap size, keep bigger pools
* Add more Apple specific checks to our modifications
* Add building instructions for macOS
* Remove unecessary step from building instructions
* Add missing SDL2 & GLEW to Linux LDLIBS
* Update BUILDING.md
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Update soh/.gitignore to include other arch binaries
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Use right platform name for debugging window
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Fix stormlib on macos (arm64)
* Simplify some of the ifdef checks
* Revert an older no longer necessary fix
* Remove remaining unecessary deviations
* Update building instructions after StormLib changes
* Feature: Use OpenGL 4.1 (#1)
* Further tweak the BUILDING
* Tidy up
* reword -j message
* Add Jenkins CI Support (#2)
* Fix type issues
* add target <appbundle> and <filledappbundle>
add makefile targets to create an .app
`filledappbundle` creates the target with the .otr included
this should perhaps be moved to Application Support though
* pull gcc's rpath from otool output
* move make target to the end so it's not default
* Add Jenkins and make exe in par with other platforms
* Actually save build artefacts
* Fix artefact path
* Remove x11 mentions and linking (not used)
* Update building instructions for generating app
* use appsupport directory
* Add new app icon
* Update target to match macOS types
* Update more audio types
* fix null deref in Audio_PlayFanfare
* Remove old import from z64
* address final nit with apple ifdefs
Co-authored-by: KiritoDev <36680385+KiritoDv@users.noreply.github.com>
Co-authored-by: Jeffrey Crowell <github@crowell.biz>
Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com>
* Added save filename and path to config file
Closes#110
* Moved FileIO to libultraship
* Moved OOT Specific Code to OTRGlobals and made libultraship for general file IO. Combined config options.
* Moved filesystem include into GlobalCtx2.h
* Added three sliders for multiplying damage:
1) Generic Slider, includes everything not multiplied by other sliders
2) Fall Damage Slider, includes all fall damage
3) Void Damage Slider, includes all void out damage
* Included tooltips
* Modified func_80837B18 to handle the modified flag the same as Player_InflictDamage does
* hotfix of a dumb oversight
* Fixed an oversight that led to compile failure on Linux and probably more things that weren't noticeable in unit testing
* I keep missing dumb mistakes.
I keep missing dumb mistakes.
Is this the last dumb mistake I've missed?
* Oh crud it's because I declared func_80837B18_modified after func_80837B18 isn't it? I am the ultimate dumbus.
* Show new Actor description, fix window opening
* Play error sound when spawning invalid actor
* Add reset button, don't reset actor when changing scene
* Extract StormLib building from soh to ZAPDTR
ZAPDTR is currently where we have everything… though this might not make the most sense.
* Do not import storm as a relative
* Add checkbox to make holding the D-pad act like holding the joystick on the file and pause screens. Also fix unguarded debug camera action.
* Removed new cvar from UI, made it enabled by default and control the D-pad hold behavior with the existing cvar instead, changed cvar for debug check too