* use correct minimaps in randomizer
* fix minimap dungeon entrance placement
* rework topLeft0 check to be more readable
* who needs topLeft0 anyways
* move minimap hidden checks up higher
* 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
* reimplement stuff from 2879
* header include to fix build hopefully
* another header
* fix error
* remove header includes we don't have
* more error things
* a
* b
* c
* d
* e
* f
* g
* h
* use latest lus
---------
Co-authored-by: briaguya <briaguya@alice>
* 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>
* Trick and Glitch Rando UI implemented
* initial temp connection between ui and backend trick logic
Hacky way to connect the logic for testing. Ran into 1 crash but cannot reproduce
* UI overhaul to look more like AudioEditor tag section
* Mapped 3d tricks to enums and save cvar bug fixes
* Trick Logic Complete
Testing on whether the logic works as expected needs to be done
* Releasable trick version, tricks match text fixes also
* Remove 3D glitch logic location access
Easier to clean it up now than get confused
* Variable typo fix & initial trick enum reorganisation
* Removal of oot3d glitches
* bongo logic fix
* UI includes difficulty tags + cleanup and removal of glitched logic interface
* Bug fixes
* added enabled tricks to spoiler log
* comment clean up
* completed once over through logic
* merge fix
* update sohimgui to LUS
* Remove redundant 3d rando trick options
* Comment clean up
* Central GS Irons Logic Fix
* Farores wind central logic fix
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* 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
---------
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
* 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.
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>