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Time Splits V2 #41
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Time Splits V2 #41
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GI VB for Man On Roof
Co-authored-by: Garrett Cox <[email protected]>
Merge develop -> develop-rando
…rs/Shipwright into develop-rando-changes
…ing List Order (WIP)
… temporary placeholder in the form of a regular button is used until then.
… not splitting when swing collecting (needs thorough testing but looked good. Dumping bottle contents no longer awards empty bottle split.
…4371) (HarbourMasters#4388) * Upgrade Ccache action to v1.2.14 * Upgrade Ccache action to v1.2.14 * Upgrade GitHub checkout action to v4 * Upgrade another cache action Co-authored-by: Jordan Longstaff <[email protected]>
…pa's house shuffle limits (HarbourMasters#4385) * Add support for multiple areas in regions and locations and remove impa's house shuffle limits * Spelling corrections --------- Co-authored-by: Malkierian <[email protected]> Co-authored-by: Malkierian <[email protected]>
…Masters#4383) * Convert _Should to use variadic args * Convert everything to use va_arg properly * Update shop hooks to va_args * Wrong Function * Update hook_handlers.cpp --------- Co-authored-by: Malkierian <[email protected]> Co-authored-by: Malkierian <[email protected]>
[NO SQUASH] develop-rando upstream
…at's opened by the Controller Configuration button. (HarbourMasters#4352)
* Allow for User Selected Enemies for Enemizer * Updated CVar Entry List * ImGui Cvar Updates * GetSelectedEnemies Cvar Update * Populate List if empty and if menu selection changes for Enemy Randomizer/Enemy List * for loop for Menu Bar cvars, added enemyNameList table to get actor names * Update variable for macOS/Linux * Alphabetical Order you say?
* Added Project Overview to README This is a couple additional lines of text clarifying the high-level structure of the project, mostly for the benefit of anyone new joining the project. * Added "Further Reading" section Points out and lists the contents of the "docs" directory for ease of access to the documentation therein.
* Add gKeepMasks * Add gSaveMasksToFile * Add gKeepMasksOnDeath & gKeepBunnyHoodThroughTime * Fix mask bleedthrough * Update cvar names * Change bunny hood enhancements to all mask ones * Consolidate multiple enhancements into PersistentMasks * Move keeping masks thru loading zones to PersistentMasks * I forgot * Update z_player.c * Update z64save.h Merge commit excluded this removal for some reason. --------- Co-authored-by: Malkierian <[email protected]> Co-authored-by: Malkierian <[email protected]>
* bring over framebuffer effects methods * Implement framebuffer capture and drawing for pause menu * revert hookshot and title cards to draw using original buffers * remove old game over crash fix * Adjust mirror mode handling for kaleido * Avoid flashing the hud when pausing
…rbourMasters#4375) * fix how the clear mtx is extracted and used by the jabu scene DLs * bump OTRExporter
* Fix obvious issues * Fix another stupid oversight * remove test vars
* Improve check tracker performance. * Fix vanilla saves getting randomizer quest assignment. Fix trying to load blank data blocks from save file. Prevent writing randomizer block, even if empty, when save type isn't rando.
* Improved Ocarina Controls * Move speed modifiers to modifier section * Move DpadEquips, PauseAnyCursor & NaviOnL * Add DpadHoldChange to menu * Change DpadHoldChange checkbox to match default * Change cvars from CVAR_SETTING to CVAR_ENHANCEMENT * Update z_parameter.c
* Fixin it * PreFIX * Added Prefix to wrong Cvar Oops
* Re-enabled vanilla tracking in the check tracker. Utilized Rando::Context for check status. * Restore check tracker window custom background functionality.
* Correct behaviour of text speed enhancement The text speed enhancement increases the size of the text crawl in the number of characters displayed in each step. This messes up certain parts of dialogue that were meant to be displayed in a certain way (like Ganondorf's "Heh heh heh..."), and in places where the text crawl is meant to be slower than normal, it just looks clunky. The text crawl speed enhancement is a wonderful feature, but smoothing out should be easily doable, and is a more correct implementation. * Fix text speed for normal text * Flatten if statements
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Update to Develop, will be overhauling this.
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