* initial implementation of new models
* fix typo
* Add smaller skeleton key model and try to fix windows build
* stupid windows, you made me look bad!
* make DrawBombchuBag function work
* small cleanups
* OOGGA BOOGA BOO
* fix post merge leftovers
* post merge fix
* Added Big Key Lighting override to show vanilla lighting when unchanged
* rename CustomdLists into customIconDLs
* post merge fixes
* fix some tooltip issues
* post merge cleanup and some small menu changes
* post merge fix
* post merge fix
* add new boss soul model, colours broken
* update boss soul model for env support
* Add dungeon customise buttons to cosmetic editor
* fix mac build?
* keys don't support alpha
* fix submodules
* ring now draws
* fix keyring colours
* Add bombchu Bag RG, fix boss soul skull colour
* address reviews
* Basic restructure
* Undo most randomizerInf changes for now
* Small fixes
* Fix linux & mac builds?
* Fix remnants of randomizerInf changes
* Post-merge fix
* Post-merge fix
* Move/Rename locacc files
* Format locacc files
* Split hyrule field file into HF, LH & LLR files
* Split castle town file into MK, TOT & HC/OGC files
* Split kakariko file into KAK & GY files
* Split death mountain file into DMT, GC & DMC
* Split lost woods file into KF, LW & SFM files
* Split gerudo valley file into GV, GF, HW & COLO files
* Move most files into the overworld/dungeons folder
Gerudo fortress needs to be split into gerudo fortress & thieves hideout, the former into overworld and the latter into dungeons
* Remove the optional second condition function
We won't need it as we're doing glitches differently from 3ds rando
* Post-merge fixes
* Split zora's domain file into ZR, ZD & ZF files
* Post-merge fixes
* Forgot to save the file
* Remove the optional second condition function from entrances & events
* Update bottom_of_the_well.cpp
* Add clarifying comment in `gerudo_fortress.cpp`
* Post-merge fixes
* Post-merge fixes
* Remove `s` from `RegionTable_Init_GerudoTrainingGrounds`
* Post-merge fixes
* * fixes softlock when talking to Mido without Kokiri Emerald after killing Gohma
* * moved scene check to hook
* moved vanilla conditioon into GameInteractor_Should
* * corrected hook condition
* removed 'this'
* * reverted GameInteractor and hook_handlers
* changed actor to use existing hook
* * updated kokiri emerald conditions
* * missed parentheses
* Most of french rando message
* Should be all
* Plural
* Better wording
* forgot one
* Update soh/soh/Enhancements/randomizer/3drando/hint_list/hint_list_exclude_dungeon.cpp
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
* Update soh/soh/Enhancements/randomizer/3drando/hint_list/hint_list_exclude_dungeon.cpp
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
* Missing ones
---------
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
* Fix logic thinking naked adult can clear wolfos grotto
Use CanKillEnemy more
* GERUDO_WARRIOR. Can defeat with a lot more than swords
* one more flare dancer
* Put defeating Gerudo Warrior with slingshot/bombchu behind trick
* remove taking settings from a loaded spoiler instead of the imGUI settings
* actually fix most SpoilerLoad issues
* fix vanilla saves making future generations have so settings
* remove extra comment