* Shops and Games always open
* Added comment for scene reload requirement
* Prefix
* Spacing
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* I'm bad at merging
* Refined by Archez
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Adds a MessageViewer window to Developer Tools.
* Properly destroys message viewer window.
* Adds missing ImGui::End()
* Fixes an oopsie crashing non-windows builds after first run.
* Adds C ABI for displaying a custom message
* Fixes a crash and an issue with messages with SFX.
* Remove some osSyncPrintf's that aren't very useful for this case.
* 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
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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
* CVar, presets, custom message, fishing actor
* Add placeholder translations for French/German
* Fix for MS Shuffle change
* Rename function to match
* Missing comma in presets
* Change description, CVar name, add'l function name, edit custom message
* Actual whitespace fix
* re-order custom message
* Fix message formatting
* Add enhancement comments
* yeet if (play) {} from enhancement
* new documentation format
* Rearrange menus for better layout on smaller screens.
* Automatically calculate +/- increments for float sliders
* Add needed header
* Use stringstream instead of format since apparently most platforms don't actually support all of c++20 yet boooooo
* Add header that only Mac complained about for some reason
* Theoretical performance improvement
* Actual performance improvement
* First dirty testing process
* Forgot a 2 for the second Dlist patching of Shadow
* TWEAK: GI integration
* DEL: Unucessary includes + whitespace
* TWEAK: No stones refactor for now, sorry I'm kinda lazy right now, don't hate me, please! T_T
* Stone removal part 2, sometime I forget to save the changes :derp:
* Tiny last tweaks, hopefully
* Add to rando preset
* Tweak: typo
* TWEAK: Trigger on toggling on/off
* TWEAK: adressed reviews 💯
* Please mate, excuse my British typing
* Advanced Resolution Settings
first working version with most features implemented
* Update advancedResolutionEditor.cpp
Added auto-resizing logic for Pixel Perfect Mode.
Minor fixes.
* Tweaks and tidying up.
Disable integer scale slider if automatic sizing is overriding it.
Don't offer these UI options on Apple.
Removed unused code.
Updated LUS.
* Update libultraship
* Filenames and style fixes
Filenames and folders now more closely match rest of project.
Tidied newlines/comments.
(SohMenuBar.cpp) Label of button changed to fit menu.
(ResolutionEditor.cpp) Default window size improved.
* Update libultraship
(However, I still need to make the GUI controls acknowledge the new constraints.)
* Update libultraship
(and changed the name of some cvars)
* Added constraints to the inputs. Added a fps drop warning.
* Tweaks based on feedback
* Update libultraship
* Enabled on Apple - For currently ongoing Retina DPI troubleshooting.
(Also removed the duplicated N64 Mode toggle.)
* Update libultraship
* Update LUS, update CVar names, small tweaks
And one significant fix: Enhancement checkboxes in ResolutionEditor now default to off.
* Add Additional Settings and the accursed horizontal resolution field.
There's still a few bugs with it that I haven't squashed, but I need to stop for now and just commit what I've got.
(This is honestly causing more problems than it solves, but i'm tired of getting questions about it.)
* Resolved many of the lingering bugs with the previous commit
* Horizontal Resolution field now properly acknowledges resolution bounds.
* Don't show "Horiz. pixel count" field if not enforcing aspect ratio.
Additionally:
* Don't change settings if selecting "Custom" from preset dropdowns.
* Added a missing horizontal pixel count clamp check.
* Tidied up redundant behaviour.
* Additional comments, and a checkbox to disable aspect correction on consoles.
* Change how frame rate threshold is calculated.
* More minor UI tweaks.
* Added missing CVarSave() calls where needed.
Added a short update countdown for the numerical CVars. This is intended to prevent CVarSave() from being called too often.
* Added a helpful button to cover a potential support issue.
* "Fit Automatically" has been moved to LUS and is now smarter.
This will require another PR in LUS to be opened by me.
* Swap to new branch for libultraship
* Even more clever integer scaling behavior.
"IntegerScale" is itself now a CVar group.
* Tidy up comments.
* Fix a typo that prevented `IsDroppingFrames()` from working
(Maybe more than a mere typo, but a typo was involved.)
* Remove unused and unnecessary variables.
* Group "Integer Scaling" under its own collapsing header
* Changed label for the Enabled advanced settings checkbox.
* Update libultraship + Formatting pass on ResolutionEditor.cpp
* Add `(Select "Off" to disable.)` help text for the aspect ratio setting and hide UI elements accordingly.
Only show the fields if user chooses Custom.
Padding has been shifted accordingly too.
Also fixed a long standing error with the Y field disappearing when modifying X.
* Well I suppose that's no-longer necessary.
* Update libultraship with commits from main branch (up to e5df3a9)
* Tweak comments.
* Save current ImGui Combo items as a console variable
to improve user experience.
* Change language of NeverExceedBounds checkbox description
to be more affirmative, so it makes more sense.
Add tooltip for NeverExceedBounds checkbox.
Tweak some comments related to additional settings.
* Add list of colours to use with TextColored elements.
* Move some UI elements around.
Add an extra MSAA slider to the editor window.
* Integer Scaling header is DefaultOpen if player has Pixel Perfect Mode active upon window creation.
+ Amend tooltips.
* Fix a minor oversight with default configuration.
Fixes an issue where default aspect ratio settings on a fresh SoH configuration weren't matching the defaults assigned in libultraship.
The default values are now 16:9, matching LUS.
Additionally, the combo box now defaults specifically to the 16:9 preset instead of "Custom".
(Fixing the defaults in LUS to be 4:3 isn't worth a LUS bump, so this slight workaround will do for the sake of this PR.)
* Make resolution slider `disabled` condition a variable, for readability.
* Small tweak to combo item saving
* Use `SCREEN_HEIGHT` and `SCREEN_WIDTH` for constraints
* Simplify "Show a horizontal resolution field" logic
by using pixel dimensions as the aspect ratio directly, since now this view hides the aspect ratio setting from the user anyway.
* Correct aspect ratio visualiser to be un-inverted
+ actually display it as a ratio.
* Remove update flags from combo boxes + remove update countdown
+ remove non-functioning 'IsBoolArrayTrue' function.
(The countdown was an okay idea but I didn't implement it correctly. It's better to just keep it simple.)
* Code review suggestion: disable UI elements conditionally
(+ tweaks to code style)
* Invisible tweaks to the Integer Scaling-related Additional Settings
This looks like a lot but it's mostly just re-arranging a cluttered area of the code for clarity.
Actual changes to functionality are:
* Help text now "disabled" along with the checkbox.
* The NeverExceedBounds checkbox will now reset the unused ExceedBoundsBy cvar if it's been changed.
* Assorted small tweaks to comments and variable declarations.
* Code review suggestion: tweak "Window exceeded" warning condition
* Missed a thingy.
* fix alt backgrounds not always loading
* include gfx lookup with the original unload
* Add hook for alt toggle
* handle cpu modified texture for kd lava
* malloc array instead of illegal initialize
* ADD: No HUD Heart Animation
I've seen this requested multiple times for modding purposes for the case of using "lifebars" instead of hearts
* TWEAK: Move it under the the mods
* REM: Whitespace
* REM: Whitespace2
* Tweak: Cvar Oppsie