* Add enhancement for dog following you everywhere
* Persist dogParams to save file
* Make doggo float in water
* Wrap change in cvar condition and update cvar usage
* Fixes receiving the wrong item when picking up ammo drops near a chest.
Still shows the wrong model above links head but does give the right
item and shows the right text.
* Fixes get item model during first time pickup anim near chest.
* Initial camera distance slider
* works with freecam
* improving the settings configurability, adding distance slider and transition speed for the free camera
adding seperate sensitivity and invert settings for aiming/first person camera
* spelling
* tooltip msg on camera invvert
* typos
* removing the original free camera checkbox in experimental menu
* adding name change to new presets file
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
* Cosmetic Editor v3
* Workaround for cvar_clear not working correctly
* Nest RGBA values under Value key
* Implement arrow cosmetics
* Implement keese cosmetics
* Tweaks to life meter
* Implement file choose color
* Remove old title fire colors
* A few more silly things
* Fix from upstream pulls
* Fix hilts and sword during ganon cutscene
* Add slingshot
* Add metal trap and red ice
* Add iron knuckles cosmetics
* Add navi cosmetics
* Attempt to fix linux error
* adjust some comments and alignment
* Implement trails cosmetics
* Implement charged sword spins
* Comment out options that haven't been implemented
* Fix exploded rupee color in shooting gallery
* Add two silly options
* Add comments and minor changes from feedback
* Adjust comment about boomerang gem
* Gracefully handle chest textures missing
* Allows OTRExporter to parse pairs of .seq and .meta files
* Gets added sequences available to SfxEditor and playing in game.
* Some cleanup of the names appearing in the SfxEditor.
* Moves sequence swap lower in the audio command stack.
* Increases temp cache memory available on title/file-select screen.
Certain sequences wouldn't play on the file select and title screen
because they were too large to be cached.
* Introduces workaround for 255 sequence limit.
* Bug fixes and cleanup.
* Fixes bug where fanfares would sometimes disable the sequence player.
* Fixes bug causing certain areas to discard caches when loading enemy music.
* Fixes potential config-related crash by replacing invalid characters.
* Allows custom bgm to play in all BGM categories.
* Properly randomizes the custom tracks.
* Moves custom sequences to a patch OTR.
* If custom music was not loaded, fall back to default values.
* Prevents OOB crash on Synthwave array and adds octave drop feature.
Added octave drop to experimental features, which drops the octave of
a note that is too high for the audio engine to actually play. Without
this, some custom sequences have notes which cap at a specific value
and sound terrible. At least with this they will still harmonize with
the other notes. Experimental tab added to the SfxEditor to house
the checkbox for the octave drop feature.
* Adds more pool memory for a few tracks that couldn't fit.
* Some cleanup on the generated music archive process.
* Fixes missed memory boost from earlier.
* Adds ability to remove enemy proximity music.
* Applies correct cache policy to fanfares to prevent unloading sequences.
* Removes case-sensitiveness of the sequence type.
* Fixes not reverting to sequence after miniboss.
* Fixes transition to/from miniboss (again) and ocarina bug.
To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one.
* Finally properly fixes transitions between sequences
For miniboss fights and SfxEditor previews.
* Removes unneeded boolean expression.
* Adds randomize button to individual SFX Editor entries.
* Fixes lost woods music overwriting goron city music.
* Plays swapped Hyrule Field music when transitioning to daytime.
* Fixes swapping Gerudo Valley music when transitioning from daytime.
* Updates custom sequence OTRPath to match SequenceOTRizer.
* Reverts changes to OTRExporter in favor of external tool
* Fixes formatting issues.
* Attempts to fix formatting issue in git diff.
* Should actually fix formatting issues.
* Should fix mac/linux exclusive build error.
* Fixes segfault on macos.
* sort custom seqs
* Fixes audioseq crash when under 255 seqs
* Removes magic numbers.
* Removes commented out code.
* fixes formatting in SfxEditor.h
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Cleans up the one hardcoded QueueSeqCmd call.
* Fixes unneeded erroneous memory boost applied earlier.
* Applies additional formatting/cleanliness suggestions from review
* Fixes small logic bug
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* First round of upstream updates and commenting patternss
* Renames from z64player
* Renames from z64save
* Undo changes to legacy save struct
* Add missing reference from entrance rando
* Fixes from stat tracker
* More tweaks
* First test of gathering some gameplay stats
* timer changes and other stuff
* Move code to new files + rename
* Name change - gamePlayStats
* Finish rename, remove n64ddFlag checks
* Improve item get times
* Better time tracking, more stats,
* Put button under Enhancements
* Fix merge conflict
* Add pauseCount, fix bug with rando items
* Adjust inits/declarations
* step counter
* Name change: "itemGetTime" to "timestamp"
* Tidying + CI test
* Set up array for stat counts
* Macro
#define GAMEPLAYSTAT_TOTAL_TIME (gSaveContext.gameplayStats.playTimer / 2 + gSaveContext.gameplayStats.pauseTimer / 3)
* Add boss defeat timestamps
* Add sword swings, pots broken, bushes cut
* fix int type
* Add counts for enemies defeated
Broken down by enemy, with a total
* Add ammo used
* Hide breakdowns until count > 0
* Forgot Big Octo
* Count chests opened
* Update after LUS submodule
* Enemy count spacing
* Comments
* Count 3 mini Floormasters as 1 Floormaster
+ some cleanup
* Comments
* Colour coding for timestamps on quest items
i.e. medallions/stones/songs
* Move stat into the sohStats struct
+ rearrange the counts enum for easier addition of future counts
* Some documentation + count button presses
* Stop counting button presses when Ganon defeated
* Couple bugfixes
Add count for Gerudo Thief, fix step counter counting in some situations where it shouldn't
* Fix comment
* Add toggle option for walk speed modifiers
* Preserve toggle status between scene transitions
* Apply suggestions from code review
renaming from `gSpeedToggle` to `gWalkSpeedToggle`
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Add: Randomized Ice Trap Messages
* Add text to freestanding items, other tweaks/fixes
* More messages
* ADD: French Translation + 1 Extra
* %w is not %UwU%
* TWEAK: One msall breakline
* Add German & small text tweak
* Minor code optimization
* Updated French
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Start effects
* Disable input to game when typing in console
* Add gravity support
* noUI placeholder
* Add rest of effects to console
* Remove z_play code
* Add rupee modification
* Add OneHit KO (#27)
* few fix and paper Link
* Better method and now use the reset flag
* Revert "Better method and now use the reset flag"
This reverts commit 2aafcc1df2.
* Revert "few fix and paper Link"
This reverts commit 65e76dcfee.
* Paper Link & few fixes (#28)
* Implement pacifist mode (#30)
* Implement cucco storm (#31)
* Add no UI functionality (#32)
* Enable CrowdControl on windows (#33)
* Use std::format and implement wallmaster
* Implement defense modifier
* Implement no_z and clean up
* Implement reverse controls
* Some fixes while testing CC connection
* Implement speed modifier and fix defese modifier
* Fail magic effects if magic is not acquired
* Fix queue system
* Implement rainstorm
* Some cleanup
* Use IS_ZERO to handle very low near zero values
* Split some effects
* Fix emptying magic
* Don’t run cucco on pre-rendered backgrounds
* Use correct method for updating ruppees
* Fix decreasing speed
* Remove old SDL stuff
* Remove old fixes
* Enable Crowd Control for both debug and release
* Add missing returns
* Cleanup event firing
* Further clean up on event firing
* Fix some bugs
* CC fixes and enemy spawning (#35)
* Fix icetraps
* Fix title screen
* Fix pause screen
* Fix death screen timer & Code cleanup
* Fix timer during textboxes
* Code cleanup
* Add: Multiple enemy spawning
* More enemies + more code cleanup (#36)
* Enums for returning effect states
* Add more enemies
* Update CrowdControl.cpp
* Remove enums from enemies
* Fix up flow for events (#37)
# Conflicts:
# soh/soh/Enhancements/crowd-control/CrowdControl.cpp
* Fix spawn position of likelike
* CC temp enemy fixes (#38)
* Check for pause in pacifist and allow button presses (#39)
* Fix Pacifist mode (#41)
* First attempt pacifier fix
* Real fix for pacifist mode
* Comment
* Remove cutscene and long delay from cucco_storm (#40)
* Some PR Fixes
* Use standard types
* Handle JSON parsing error and free memory
* Add CC configuration file
* Add: Giving deku shield option. Fix: Giant Lonk (#42)
* Small stalfos fix (#43)
* Syntax Improvements (#44)
* Revert bools to uint32_t
* Add comment about bools
* Fix cucco storm, fix empty heart (#45)
* Protect commands vector with mutex
* prefix effects with chaosEffect (#46)
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Baoulettes <perlouzerie@hotmail.fr>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
* FIX: Set back default comportment of some Views
- Renamed Auto-Center First Person View to Disable Auto-Centering in First Person View and make it necessary to be checked to take effect and not being active by default
- Disable gInvertYAxis being enabled by default (which it not vanilla)
* Tweak: small whoopsie
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes#1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes#1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix#1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes#1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes#1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea4.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
* Fix Trails, add more Trail Customization
* 3d Bombs; Bombchu now glow custom trail colors
* 3D Seed/Nut Model, Separate Sword Slash Colors
* Removed 3D Seeds/Nuts; Don't work properly
* restored previous removal of sword blur code
* Remove things not related to Trails
* Remove fix to random color code