* Move threadpool initialization and `OnExitGame` registration from `SaveManager::Init` to SM's constructor.
Comment on `Init` to mention it's not an initializer for `SaveManager`.
Added check for `SaveManager::SaveSection` to prevent firing a save worker if the game is already exited from a reset.
* Removed `IsSaveLoaded` check in favor of another `ThreadPoolWait()` at the start of `SaveManager::Init()`.
* Removes delayed save functionality, making autosave work everywhere except Ganon and Chamber of Sages scenes.
* Change AutoSave comment to remove the scenarios we no longer block autosave in.
* handle temp B on saving outside of kaleido
---------
Co-authored-by: Adam Bird <archez39@me.com>
* Extends `Assignable Boots and Tunics` functionality to check for and remove Goron and Zora tunics from item buttons when like likes steal them.
* Comment documentation.
* share common scenes between mq and nonmq
* move shared scenes under shared folder and bring back thieves hideout mq handling
* update headers for shared scenes
* bump submodules
* remove mq handling for mirror world song patch
* only have unique dungeons be nomq/mq variants
* bump submodules
* 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 `CVarClear` inside the check for a sequence's lock to get rid of old data.
* Rework all replacement and lock `CVarSetInteger` calls to call a function which checks for previous format with `CVarGet` to know if it needs clearing before setting either the lock or the sequence
* Swapped everything over to a migrator where it loops through the `sequenceMap` and just clears everything from there in "gAudioEditor.ReplacedSequences"
* Change initialization of `areasSpoiled` to improve utilization and fix crash during max debug file creation.
* Renamed `RCAreaFromSceneID` to `DungeonRCAreasBySceneID` for clarification.
* 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.
* add safe string copy method
* use string copy for save manager
* use string copy in spoiler log hint parsing
* remove intermediate string vars
* more string copy use in randomizer methods
* use string copy in gameplay stats
* add load char array method to remove string intermediate var
* try string.h import instead
* Add `IsAdult` to Fewer Tunic Requirements check for `FireTimer` in rando logic to preven placing items in lower maze expecting child to get them.
* After discussion, decided to change it to lock access only to lower maze so child access with dungeon shuffle remains intact.
Also changed the tooltip for Fewer Tunic Requirements to reflect the current status of what the trick enables.
* Further update to tooltip.