* 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
* add map palettes per pulse to leverage shader caching
* use unregister blended with kaleido maps
* use Gfx_TextureCacheDelete for KD lava
* bump lus
* add miss tex clears for KD
* Add right-stick aiming to third-person aim
* Add Z-aiming CVar and inversion to Z-aiming
* Create calculation for rel.right_stick and apply it in Z-aiming
* Move option to First-Person section to match shield
* Fix max/min aiming heights
* Expand min/max + comment
* block out vanilla + comments
* block vanilla code better
* Remove extra space
* new documentation formatting
* rewrite ==0 and !=0
* Document static variables
* Document enums and structs
* Document some functions
* Document more functions
* actionParam to itemAction and fix build
* Document some local variables and a define
* General cleanup
* Use PlayerMeleeWeaponAnimation enum when appropiate
* Document some function parameters and local variables
* Document some of player struct
* parse sohver arg and store version file in otr
* parse args for soh.otr gen only
* pass soh version from built in extractor
* update launch scripts, cmake and extract steps to pass soh version
* check otr versions and error or ask to regenerate
* add wiiu core header for osfatal
* review feedback
* remove soh dummy version for lus change instead
* only configure linux script for linux
* change lus commit
* rename soh version to port version
* fix submodules
* bump OTRExporter
* clean up error messages for switch/wiiu
* strings not char array
* typo
* init wiiu before otr detection
* Add message for mac/linux extraction
* remove unneeded exits
* change version number types to u16 to fix 32bit devices
* bump otrexporter
* Add a (not yet functional) "Navi" option.
* It works!
* Slightly better name for this menu option.
* Revert accidental commit of comments in z_en_elf.c
* Renaming and tweaks.
* Temporary fix(?) for compile error on non-Windows platforms.
* … Just pretend this particular commit doesn't exist. :OHYEAH:
* A more suitable fix. + Partial suggestions from review.
In-progress implementation of Cosmetics Navi colours.
* Convert relevant code to use Color_RGB8 sans alpha, matching the controller LED.
Defaults are now labeled for clarity.
* Revert back to Color_RGBA8. + Implement Cosmetics Navi colours.
Add Color conversion functions.
* Tidy comments.
* Changed mind yet a third time. Uses Color_RGB8 sans alpha again.
Uses CVarGetColor24 instead of CVarGetColor to drop alpha from cosmetics editor values, like how Tunic Colors does it.
This of course does require me to go with the prior idea of storing the Navi colours without alpha channels.
* Color type conversion functions removed
as they're no longer needed.
* Tidy up commented out code once more.
* Fix a typo
* Suggestion from code review. (Yeah nah you're totally right though.)
* Correct indentation.
* A minor goof in the comments was bothering me.
* The mother of all commits
* Removed `GI_SWORD_MASTER`;
"Master Sword" Items now actually give MS
* Removed dupe MS entries in item pool;
updated GIMESSAGE (should stop crashing on non-Windows);
re-added MS in item list
* Give Adult Link a freebie with shuffle MS on;
cihld -> adult no longer gives MS;
ToT Master Sword now gives correct item
* add master sword GI draw func based on ToT MS object
* Force `MasterSword` logic var to only update upon getting MS
* Dorf funny line now activates with LA and MS in inv
* Apply suggestions
* Updated RAND_INF;
Check Tracker changes;
Gave RAND_INF and ice trap logic to ToT MS check;
Fixed swordless behavior for HBA/fishing
* ToT MS Check now works in check tracker;
Visual bug where box hovers over non-existent MS gone;
Fixed RAND_INF check with ToT MS pedestal;
Ganon no longer gives free MS
* adult equips no longer reset in MS shuffle
* Apply (most) locacc review suggestions
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
* Reorganized swordless check for interface to fit edge cases;
getting master sword no longer highlights box
* Edge case for BGS but no bow
* Fix implicit declaration error for GI hooks (#9)
* Adjusted `CanAdultAttack/Damage`; applied logic suggestions
* Fixed build errors (hopefully)
* Cleanup merge
* get shit working again
* Tidied up remaining uses of DD flag as rando indicator
* make master sword invisible and fix ms flag (#10)
* Add text to sheik if go mode is obtained but barrier is still up
* overhaul swordless behavior in `func_80083108`
* reworked ToT MS Check to have an actual GI
* suggestions
* Apply suggestions
* Better swordless handling with temp B (#11)
* better swordless handling with temp B
* prevent auto save in fishing pond
* prevent auto save during bombchu bowling
* enum fix
---------
Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
* Initial commit. What works so far:
Data file loads, saves, deletes, and is created properly.
- Need to run `HasItemBeenCollected` when creating in case of mid-seed regen.
Organized checks into maps set by area.
Areas show in tracker.
- Checks pulled from checkObjectsByArea are not currently listed.
- Areas are being assumed completed and hidden at the start.
* Checks now populate. Still not counting area totals properly.
* Don't track RC_LINKS_POCKET in the data file, and instead manually add it in every time a save is load. rcObjects doesn't contain Link's Pocket location (duh).
* Moved ItemReceive hook to randomizer_check_tracker.cpp.
Skipped items are properly sorted and formatted.
Saved items contribute to an area's gotten/skipped checks on load.
Changed skipped items default main color to gray.
General code cleanup.
* Skipped checks now contribute to area totals for area completion logic.
* Mid-menu rework transfer.
* Started check lookup on item receive.
Tried to enable scum checking on save.
* Fixed scum check on save.
* More code cleanup, which revealed some issues with loading and saving. Loading now works 100%, but entries in checkTrackerData are disappearing in code somewhere, causing issues with later checks.
Scummed color now displays properly.
Collected but unsaved displays properly.
Unchecked, Skipped, Seen and Scummed checks all have arrows for skipping/unskipping.
Counts a little messed up, probably double adding skips.
* Fixed item counts being off across resets. Restarts were fine.
* Beginning of rework for individual check updates. Adds `Actor lastCheck` to PlayState to allow assigning of last actor to give an item. This allows precise tracking of GS, freestanding PoH, etc. Works for chests too. Currently does not work for shops, unknown for normal NPC gives. Doesn't track last gives for non-checks, like drops from grass, pots, crates, etc.
* Actor-based checks fully fleshed out, but can't help with sale-based checks. Implemented `pendingSaleCheck` to back out of an RC check cycle if `gSaveContext->pendingSale` is not NONE when `OnItemReceive` is called, processed through `OnSaleEnd`. This should be the final change necessary to streamline the checks.
* Temporary hook to message box close to tie in trackers for non-gs/chest actors that aren't added to `GetCheckFromActor`. This triggers a 2-frame countdown to check with `HasItemBeenCollected` since half of the methods in there aren't updated until after a text box closes.
Added scene tracking to get last scene so that checks in scenes that span several overworld areas could be tied to their areas properly.
Modified tracker data creation to apply Link's Pocket and Song from Impa conditionally based on randomizer settings instead of just being assumed to be done. May need modification for checking click and drag spoiler loading.
Removed the scene equivalence check from CheckChecks so that an entire area is checked each time to avoid issues with, e.g., leaving a shop before a pending sale finishes.
* Changed check data creation to use RSKs from gRandomizer to account for settings loaded from drag and drop spoilers.
* Beginning of tracker code organization.
Changed check color defaults.
* Reverted moving tracker colors to header.
Some individual check fixes.
* Missed something from previous merge?
* Removed last remnant of removed performance mode.
* Better handle checking when skullsanity is off.
* Song checks sceneIDs don't match the scenes they're actually in for some reason. Removed that check.
* SaleEnd checks don't need the GetItemEntry parameter. Also set a flag that should prevent the check tracker from running during vanilla saves should that not be resolved by the time it's merged.
* Attempting to have only the relevant checks added to the tracker data, as well as showing vanilla checks for non-rando saves. Not working yet (everything is displayed in vanilla).
* Added vanilla check tracker population via `vanillaCheck` bool in `RandomizerCheckObject`. This is also added to `IsVisibleInImGui` to handle file loading and saving to eliminate checks that aren't part of vanilla or the rando seed.
Implemented deleted tracker data file recreation.
Added some extra item name text checks. Songs are still... tricky, so they stay blank.
Utilize local copies of the randomizer check objects that are applicable for performance purposes.
Fixed vanilla item-giving cutscene crashes when triggered mid-transition.
* Apparently not all toolchains can handle macro instantiation without all parameters, like VS can.
* Fixed scummed detail color not showing properly on tracker.
* Fixed dungeon area totals and GS checks not functioning properly.
* Major revamp of checking code. Doesn't rely on `GetCheckFromActor` at all anymore, but instead simply sets a flag to evaluate a number of checks in an area every frame until the check that was gotten is identified. With the new setup, it's much less hardware intensive, and at 60fps 6 checks per frame shows no noticeable effect on framerate. I can envision needing to add a collectedCount in order to account for times when two checks are gotten one right after the other.
Changed area scroll to happen from `OnTransitionEnd`, and allow for scrolling in bazaar (was disabled previously because it would jump back and forth between Kak and Market while you were in one).
Also setup area check order updating by area instead of all at the same time.
* Fixed shooting gallery not reporting proper area.
Prevent checks from actually happening if area is RCAREA_INVALID, now that all areas are reporting something if they have checks.
Fixed `GetCheckArea()` not updating checks for standard scenes.
Lots of vanilla tracking updates, mainly manual checks for gems, medallions and songs, since the often don't have proper scenes in the data.
Prevent vanilla from triggering check loops if junk items are collected.
Fixed sorting based on saved vs collected.
Prevent item name display for vanilla runs.
Change coloring of checks so the check name reflects status in vanilla runs.
* Fixed "Recheck Area" button erroneously adding to an area's check totals?
* Fix DMC vanilla checks.
* Fix check tracker data recreation on data file loss.
Removed redundant file exists check from SaveTrackerDataHook, as it doesn't matter if it exists or not at that point.
Limited check loops to 3 to avoid infinite check loops on non-check/junk item pickup.
Added more checks to disable tracker operations if a save is not running.
Changed check ordering to put boss reward and heart container checks at the end of whatever RCSHOW group they belong to.
* Fixed IsRunning calculation.
Further improving vanilla checking.
Starting framework for checking medallions, stones, and songs on data file recreation.
Fixed medallion check collection.
Added GIFT_FROM_SAGES to check list for vanilla file for tracking light medallion.
Added check loop limitation to prevent infinite checking after picking up junk item from the ground.
* Finished vanilla file recreation and recheck (songs and dungeon rewards all check properly now). This includes deku shield with KF shop item 3.
Finished Gift from Raoru light medallion tracking for vanilla.
Commented all CheckByScene functionality for now.
* Fixed new save data file creation.
Disabled entrance area calculation for now, as it only tracks the previous entrance for some reason.
Fixed area detection for ToT checks.
* GetCheckArea() now utilizes EntranceData almost exclusively, via either `gSaveContext.entranceIndex` or the entrance tracker's `currentGrottoId` in the case of grottos.
This also means that EVERYTHING CAN AUTOSCROLL NOW. Entrance shuffles are now much easier to track.
Autoscroll is now also triggered on save, just in case someone isn't autosaving and has a lot of checks that get converted to saved.
* Fixed missing GS check in LW.
* Added area scroll on toggling Show Hidden Items. May configure differently later.
Fixed area detection for entrances in Gerudo Fortress/Valley and Collossus. Haunted wasteland doesn't autoscroll due to a bug in `OnTransitionEnd` hook, but checks still evaluate properly there.
Rely on scene-based area detection if scene is a main overworld or dungeon scene.
* Fixed grotto detection when shuffle is off.
* Small code cleanup.
Fixed Colossus hand chest checks.
* Missing lus bump from merge conflict resolution
* Fixed Colossus Grotto making `GetCheckArea` return Wasteland.
* Improved OnItemReceive processing for non-token GS checks, since they can sometimes take long enough for the checking process to time out before the item is registered as received.
* First attempt at thread safety for tracker data file writing. Seems to work, but might need more testing.
* Fixed Recheck Area not unskipping items that register as saved.
Improved delayed saving with autosaving, as the autosave triggered quite often before the tracker data save, making things not properly register as saved.
* merge cleanup
* Converted check tracker data to the sectional saves, adding `CheckTrackerData` to `SaveContext`.
Implemented section ID returning and fullSave boolean passing to section functions from my PR temporarily for it to work properly.
Moved `RandomizerCheckTrackerData` enum to `randomizerTypes.h` to accommodate that.
Changed `Randomizer_SaveInit` to a `SaveManager::InitFunc` to allow for other randomizer-dependent sections to be initialized after that. Required a little refactoring to maintain intro cutscene skip when starting a randomizer file.
* Revert section index return and randomizer init changes. Will need to wait on yet more changes to main.
* Fixed check tracker initialization (shouldn't be tied to window initialization), restored saving/loading functionality.
* Removed `CheckTracker::Init` and put SaveManager calls in `CheckTrackerWindow::InitElement`. Also a bit of cleanup from transition back to save file use.
* Fixed tracker displaying check categories while file not loaded.
* Fix Darunia's Joy check not marking in vanilla.
* Fix autosave not triggering change from collected to saved in tracker data.
* Changed default colors for scummed and collected display.
* Merge upgrade code cleanup.
* Add `OnTransitionEnd` calls to sandstorm transitions both to and from Wasteland. Also improved `gSaveContext.lastScene` assignment for both transition types. Allowed a bit of cleanup in `GetCheckArea`.
* Added `StateButton`, a button like `ArrowButton` but that allows text instead of arrow icons. Apparently the changes from ArrowButton to StateButton happened in a previous commit...
* Changed section name to `trackerDataCheck` to force SoH to load it after the randomizer section, as it required some randoSettings to be loaded first, and nothing else I tried to make the randomizer section load before it worked. This hacks a solution to checks not displaying on fast file load to a specific slot.
F*** you, SaveManager, and f*** you too, JSON.
* Forgot to change the section string for loading with the name change.
* Fix check ordering for checks that trigger the autosave.
* Adds option to remove right-side shop items (slots 1-4) from the tracker list. Enabled by default.
* Fix default state of Hide Shop Right Checks checkbox.
* Fixes grotto and great fairy scrolling and checks.
Fixes array overflow from `checkTrackerData` which was creating the issue trying to load the base and randomizer sections first, among other things.
That also fixed the massive file loads that were being exhibited in debug mode.
* Fix shooting galleries being set as collected again when being played a second time after getting the checks.
* Fix Bazaar autoscroll.
* Add Saria's Song to `GetCheckFromActor` and removed some limitations from the messageCloseCheck function to make that check track properly.
* Fix Song from Impa check.
Implemented prevention for multiple "collections" of great fairies, just in case getting the health refill would trigger it with the previous setup.
* Fix ice traps on GS tokens not triggering OnItemReceive.
* Complete fix for ice trap collection from GS.
Add autoscroll when clicking "Expand All".
* Add `OnShopSlotChange` with cursorSlot and basePrice parameters.
* Fixed include in en_ossan for shop slot hook.
Added registration for `OnShopSlotChange` in the tracker, storing the price in a new `price` field in `CheckTrackerData`.
Added "seen" functionality to shop checks. Displays the model item name upon first entering a shop, adding the price and switching to trickName (if it's an ice trap) upon navigating to the slot in buy mode, triggered by an invisible "identified" status that mirrors "seen" in every other way.
Added tooltips to most options for check tracker color picking to describe what each status actually means.
* `std::format` pls
* So apparently std::format just decided to break with the latest merge from develop, but fmt::format exists and works?
* Removed the last vestiges of `locationsSkipped`. Other general code and formatting cleanups.
Moved `IsGameRunning` to `OTRGlobals` so the item tracker could also access it.
Used preceding to "fix" item and bottle display in the item tracker on startup.
* Some more code cleanup.
Removed "Recheck Area" button and relevant code.
Backported changes to Anchor branch applicable for single-player, including making a checkAreas vector and structuring the frame by frame checks around that. Also includes fix for Silver Gauntlets and Mirror Shield check collection crash associated with those changes.
Fixed Kakariko Bazaar "seen" updates.
Fixed tracker window not showing on initial load like it should.
* Forgot 1 formatting fix.
* Removed conditions for showing Song from Impa (isn't junk under certain conditions, so should show all the time).
* Fix vanilla checks, add Zelda's Letter and Malon's Egg to manual check collection.
Fix autoscroll while in child stealth section.
* Fix crash in Happy Mask Shop in OnSlotChange (referenced non-existent shop id in a tracker-specific enum).
* General code cleanup.
* Missed one reversion.
* One more.
* Fix column alignment in `randomizer_check_objects`.
* Fix file encoding on `randomizer_check_tracker`. Again.
* Fix indentation for `actualItemtrackerItemMap`. Also removed unnecessary parts of the map.
* Rename `HasEqItem` to `HasEquipment`.
* Slightly better indentation for `actualItemTrackerItemMap`.
* Add magic bean salesman to vanilla check tracking, and genericized deku shield to trigger KF shop item 3 wherever you get the shield.
Renamed `vanillaCheck` to `vanillaHundoCheck` to (supposedly) clarify the meaning of the usage.
* One more rename to `vanillaCompletion` to avoid possible confusion with 100% speedrun conditions.
* give me a break XD
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Changes suggested by briaguya (rename `RandomizerCheckShow` to `Status`, unused code, newline formatting)
* Remove unused `itemNames` table.
* Remove `IsGameRunning` in favor of `GameInteractor::IsSaveLoaded`.
* Restore anti-spoiler functionality for dungeons with dungeon maps.
* Review cleanup.
* Fix prices not showing for Kak bazaar items.
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Change most n64ddFlag checks to IS_RANDO checks
* Change most isMasterQuest checks to IS_MASTER_QUEST checks
* Change most isBossRush checks to IS_BOSS_RUSH checks
* Replace isMasterQuest & isBossRush with questId
* Replace n64ddFlag with questId
Also restore authentic n64ddFlag behavior except savefile saving/loading
* Move quest enum from file_choose.h to z64save.h
* Update macros to not take gSaveContext
* Initial work to make triforce pieces their own rando item
* Disable triforce greyscaling
* Better triforce model, finish adding triforce pieces to logic
* Triforce model is now a shard
* Credits warp + start of item tracker
* Initial item tracker stuff
* Completed triangle on triforce completion
* Completed triforce model on GI done
* Multiple triforce piece models
* Triforce pieces in save editor & fix build
* Finish item tracker
* Gameplaystats timestamp
* Revert parts of logic
* More reverting
* Start of making Triforce Hunt the win condition
* Bit of cleanup
* Triforce pieces can show up as icetraps
* Grant GBK to player after hunt is completed
* Better text boxes
* Disable GBK option in ImGui with Triforce Hunt on
* Clean-up
* Forced save on completion improvements
* Update Item Tracker Settings initial size
* Small ImGui adjustments
* French translation and update defaults
* Finish translations
* Fix timer completion & 50+ triforce pieces
* Remove GI_ and ITEM_ enum usage, add french ice trap names
* Fix build & small fixes
* Review comments
* Comment clarification
* commit constipation
* fix inconsistencies between 3d and soh settings
* Add RSK check for Saria; Sheik now tells you other reqs for ganon
* Translations (thanks Purple and Timmy_GamerNepgear);
Retain Saria's "face-to-face" text in rando if you're too close
* fix scene renames for sheik
* whoops
* Undo LA hint setting erasure from conflict
* Clarified Sheik text IDs; Clarified final frogs hint
* Fixed Sheik text ID assignment; Fixed Saria's messages in `OTRGlobals`
* Added hint locs for sheik and saria
* Set up hook for Sheik spawn;
Sheik no longer cheats with room transitions;
Enforced text IDs on saria msg function
* Set up hook for Sheik spawn;
Sheik no longer cheats with room transitions;
Enforced text IDs on saria msg function
* Update soh/soh/SaveManager.cpp
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* nice.gif
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* got ahead of myself
* Conquered and divided; simplified stuff
* nitpicking
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* the little things i stg
---------
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* 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>
* 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>
* 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>
* First attempt at tracking hinted locations. Not looking promising for more than a hint tracker.
* Spoiler log now generates with human-readable hinted area, type, and item for gossip stone hints.
* Hints now only output location if their hint text specifically states the check. Any overworld or dungeon region hint no longer does.
* Expanded gossip stone hints to include item, hinted location and area, and `RandomizerGet` names. Currently only English names.
Part of this required changing `HintType` into a `typedef enum` instead of an `enum class` to allow usage in a .c filespace, and consolidating types from `randomizer_check_objects.h` to `randomizerTypes.h`.
* Beginning of alter rewards information.
* Step 2 of altar reward info.
* Altar reward info (location and area) now writes to and reads from the spoiler log. Added a few entries to `SpoilerfileAreaNameToEnum` to accommodate area name variants from region hint names.
* Streamlined altar data (only needed location name for `RandomizerCheck` translation. `RandomizerCheck` provides access to `RandomizerCheckArea` via `RandomizerCheckObject`).
Added Light Arrows, Greg, and Dampe's Hookshot hint locations to write and read of the spoiler.
* Fix attempts to lookup values in `hintTypeNames` as array, now uses map's `find()`.
* 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
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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>
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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 brightness control and on/off toggle for tunic LED colors.
* Removed toggle, mentioned brightness of 0% for turning off LEDs.
* Set up grabbing tunic color values from Cosmetics Editor for cosmetics sync.
* Why these stupid differences between Windows and Linux compilers?
* Fix Mac build errors? Also try to move the color fetching back into the switch statements to lessen potential computational load.
* Real fix?
* Move "Customize Game Controls" button under "Controller Configuration" button under Settings -> Controller. Renamed "Controller Configuration" to "Configure Controller" and "Customize Game Controls" to "Customize In-game Controls"
* Added LEDColor and LEDColorSource enums for code clarity.
Moved controller LED brightness to new LED Colors group in "Customize In-game Controls" menu.
Added combobox to choose between vanilla tunics, cosmetics tunics, health, and custom as color sources.
Added critical health override checkbox to allow display of red when health is low even when other sources are selected.
Port color pickers have not been implemented yet, default color is white.
* Moved LED control to OTRControllerCallback and wrapped it in a check to `CanSetLed()`.
* Move settings to Port 1 tab in Customize In-game Controls and limited application of colors in `OTRControllerCallback` to port 1.
* UI clarity updates.
* Removed unnecessary LED color enum.
Added custom color picker to port 1 color settings.
* Changed Critical Health Override default to true.
* Modified logic to not do color fetching and instead default to {0,0,0,0} when brightness is off.
* Fix bad cvar string for custom color.
* Cleaning up some post-merge artifacts.
* Update soh/soh/Enhancements/controls/GameControlEditor.h
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Some name changes.
* idea for cleaning up controller callback stuff
* Rearranged color source checks to make sure criticalOverride is applied regardless of other settings.
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Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
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.
* Refactor `Vec2f`, `Vec3f`, `Vec3s` in `z64math` to avoid reserved identifiers.
* Include `z64save` in SaveManager, which requires encapsulating `#include gameplaystats.h` and `InitStatTracker` in the cpp to fix compile issues.
Adds SaveContext reference parameters to SaveFunc and existing implementations in preparation for threaded saves.
* Threaded saves fully implemented.
Platform-specific save code removed.
Thread safety added. Will wait for thread pool tasks to finish before resetting or closing.
* Converted gSaveContext copy for save threads to the heap with `new`, deleted at the end of the threaded function to prevent possible issues with the stack.
* Turns out leaving the call to `ThreadPoolWait` in a `GameInteractor::OnExitGame` hook seems to be just fine.
* Removed unnecessary references to `SaveManager::ThreadPoolWait()`, game hooks are the only places it's called now.
* Re-added WiiU/Switch performance save code.
* Added call to `SaveManager::ThreadPoolWait` in `Sram_InitSave` to prevent trying to load a newly "created" save before the save file was actually written.
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Co-authored-by: Christopher Leggett <chris@leggett.dev>