* Added Shield Aim Invert Y Axis Option
Adds an option in the menu that allows players to invert the shield aiming across the Y Axis. Defaults as checked to replicate original behavior.
* Shield Aiming Improvements
Added an option to invert X Axis Shield Aiming and corrected the default value for Y Axis Shield Aiming.
* Initial attempt
* Fix rendering for most items
* Fixed icon sizes and reorganized icons
* Fix equipment, quest & upgrade icons
* Add colors to the song icons
* Remove box, clean up code & move seed hash icons to top
* Start with counters, fix copy & erase and show spoiler log hash icons
* Add icons for upgrades
* Draw icons for counters
* Initial counter work
* Fix counter digits positioning
* Prevent crashes when over 999 deaths (save editor)
* Add greg to tracker when in a rando save
* Fix color for counter digits using the wrong buffer
* Add double defense icon
* Addressed code review
* Remove unneeded checks against 0
* fix rando gen crash when not enough remaining items to place
* fix rando gen crash due to missing granny shop hint
* add error sound if rando gen fails
* Add check for animation count to prevent continuing final saw textbox while putaway is happening.
* Added Fix toggle for it. Enabling Skip Text forces the behavior, regardless of previous selection for the Fix toggle itself (so it works if you have the Fix toggle enabled, or if you have Skip Text enabled).
* Clarified the comment in `z_en_toryo`.
* fix pal11 ganondorf falling platform offsets
* fix pal11 dins fire offsets
* add game region and platform methods
* fix pal11 file menu options
* move
* Add the flag and fix errors
* switch assert and skin matrix
* new LUS
* Use normal assert
* hopefully fix WiiU
Signed-off-by: Louis <louist103@pop-os.localdomain>
---------
Signed-off-by: Louis <louist103@pop-os.localdomain>
Co-authored-by: Louis <louist103@pop-os.localdomain>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* mirror fishing rod
* mirror ivan fairy controls
* add mirror dungeons only option
* mirror sold out GI texture
* update dungeons mirror mode for more options
* maybe don't include that
* Mirrored world PoC
* invert culling for health meter and A button action
* A few more fixes
* Fix for item equip animations
* Fix for pause triforce
* Mirror scenes with static backgrounds
* mirror minimap for mirror world
* mirror dungeon maps and icons on the pause menu
* mirror overworld map and icons on the pause menu
* mirror debug world movement
* mirror shops cursor and movement
* use flip flag
* Reverse crouch stab x axis for mirror mode
* use invert culling command and clean up culling logic
* Move mirror mode handler to mods and support random modes
* Small cvar tweaks
* mirror billboard score numbers and fix gyro horse mirrored inputs
---------
Co-authored-by: Adam Bird <archez39@me.com>
* numbers aren't magic
* chest style matches contents
renamed everything except the cvar itself at this point
(waiting for versioned configs for that)
* tracker as part of names
* finish the tracker rename
---------
Co-authored-by: briaguya <briaguya@alice>
* Initial PAL 1.1 support
* 1.1 Asset Fixes
* Fixed issue where N64 builds were being flagged as MQ
* Misc fixes
* Updated LUS submodule
* Fixed up logo strings
* Updated readme and linux/mac scripts with new hash
* Bump LUS
* Ship -> LUS namespace change
* z_scene_otr Ship -> LUS namespace
* Starting to get SoH to build with LUS imgui changes.
* start stuff
* gamecontroleditor build issues resolved maybe
* cosmetics editor and what not
* console
* actor viewer
* more stuff
* more stuff
* on to errors that make sense
* putting this down for a bit
* no idea what these errors mean now
* some kind of progress maybe
* latest lus main
* more
* back to linker errors and being lost
* Fixes command function signature.
* More fixes
* Even more fixes
* Bump LUS
* More Fixes.
* Fixes even more errors.
* lus bump
* input editor as var
* audio editor working
* it builds with this
* bump lus
* it opens
* bump lus to latest main again
* make sure to do all the command registering in debugconsole
* lus and what not
* switch type stuff plz
* undo
* do the thing that fixes the thing
* fix mac?
* correctly show/hide menubar on boot
* bump lus
* input blocking updates
* bump lus
* Bump LUS
* Press F1 to open enhancement menus moved to SoH
* lus and rendering backend stuff
* audio backend and lus
* Bump LUS
* Fixes WindowBackend dropdown
* Bump LUS
* misc -> utils and moves binarytools to utils.
* Window refactor
* bump lus
* make it work
* Fixes for moved files again
* Bump LUS
* Mercury -> Config
* Bump LUS
* Reacts to removed LUS hooks and bump LUS
* Remove Hook: GfxInit
* Removes debug audio_setgamevolume to 1
* use non-crashing branch of lus
* fix: make audio init work without hooks
* game icon stuff
* multifix bmp
* use input viewer class branch for now
* just "Ship" it's cleaner
* Bump LUS
* Removed ExitGame hook.
* Bump LUS
* Hook system removed from LUS.
* More LUS updates
* Changes to make window position saving.
* Bump LUS
* Bump LUS (for real)
* LUS resources now return a specialized pointer.
* Bump LUS
* Fixes issue in SetPathways::GetPointerSize
* Bump LUS to 1.0.0
* builds but crashes
* fix crash
* better macro names in debug console
* remove commeted out line
* remove redundant check tracker settings window logic
* remove commented out line
* move the *
* remove extra seqplayers enum def
* this sneaky little guy was hiding behind a wii u ifdef
* remove extra check tracker header
---------
Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
* Ganon(dorf) cutscene skips
* Remove leftover code
* Load into chamber of sages
* Fix loading into chamber without fast file select
* Boss warps in chamber done
* Change warps back to chamber
* Initial proof of concept done
* ganon(dorf) cutscene skips
* Code cleanup & auto age equipment
* Gameplay stats timer + tweaks
* Scuffed timer
* Better timer
* remove arena props + fix arena exits
* Fix blue warps
* Attempt to fix build
* Fix build again
* And again..
* Try no. 9001
* Handle dying and saving
* Child link face fire medallion
* Fix build
* Fix warps after reset/death
* Disable doors and move player spawns in boss rooms
* Fix boss rush logo rendering
* Start of ingame options menu
* File Select cleanup
* Fix build
* Render char text PoC
* Move functions to be more generic
* Fix build
* Fix other builds
* Initial text scaling/kerning
* Special characters prep
* All special characters work now
* Attempt to fix build
* Fix build question mark
* Finish all kerning
* Start of ingame options menu with vertical scrolling
* Barebones functional options menu
* More options menu progress
* More visual elements for options menu
* Options menu visual changes, implement all options, tons of cleanup
* Cleanup and comments
* Shorter enums
* More options
* Change default heart count
* Finish French translations
* Implement timer in cosmetics editor
* Uncomment timer requirement
* Variable name change
* German translation & small UI tweaks
* Animated up/down arrows in options UI
* Better arrows in options UI
* Cleaner timer + make it usable for general gameplay
* More cleanup + ganon & ganondorf boss option
* Implement never heal option
* Slight up arrow in options UI tweak
* Add BGS option
* Reintroduce ganondorf cutscene skip
* Change encoding to UTF on bossrush.cpp
* Fix build hopefully
* Fixed static variables leading to options not properly resetting
* Fix BR completed timestamp
* Change timer to render on top of everything
* Offset final BR time by 0.1 second from boss timestamps
* Add missing check for boss rush
* Implement soh_assets.h
* Revert merge mistake
* Fix special characters with UTF-8
* Fix build
* here's the fix you can merge from your phone
* Fix quest select crash with oot.otr only
* Use OoT's kerning
* Fix HD textures on options menu
* Fix special character kerning
* "Heal every boss" fixes
* Seperate headers + bunny hood option
* Remove GetUnixTimestamp() externing
* Clean up extern "C"'s
* Address review comments
* Fix build question mark
* Remove accidental styling change
---------
Co-authored-by: briaguya <briaguya@alice>
* Add dynamic actor IDs
* Convert Ivan to use new actor system
* attempt to fix linux build
* attempt to fix linux build
* merge
* Cleanup
* Fix missing math functions on Windows.
* Removes a stubbed function to fix non-windows builds.
* Update soh/soh/ActorDB.cpp
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
* Some reason not working
* Fixes and formatting
Moved the LACS Stones to be before the Medallions in all instances to line up with the Bridge requirements and because it just makes sense
* Removed unnecessary space
* Missed one
* Add Checkbox in Extra Modes
Spawn Code in mods.cpp
Category Change for Clear Room Exclusion
Kill Actor if Mode is Disabled
* Fix non door scene changes and adds a delay to avoid misfiring or not firing on quick room changes like falling to B1 in Tree and Lost Woods loading triggers.
* Requested Updates
Move the code to change those values based on the child trade slot item to the selecting mask loop to not be setting them every frame just because you're in the inventory.