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Develop rando nohint #29
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…ters#3388) * Audio Editor UI Improvements and Scene Init Randomization * Update soh/soh/Enhancements/audio/AudioEditor.cpp Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/soh/Enhancements/audio/AudioEditor.cpp Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> --------- Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* H & L Adds an H and L for Hookshot and Longshot to be able to tell more clearly which one you have. * Added Toggle and Refined Adds a toggle if players don't want it on. Also scales the letter to stay constant with the icons, both size and position. Also now hides the letter if you don't have a hookshot yet. * Clean up some of the comments * prefix
* Add gShowDoorLocksOnBothSides * Update soh/src/overlays/actors/ovl_En_Door/z_en_door.c --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* First commit * Reverted MODDING.md Reverted a correction to MODDING.md (case-sensitive broken link?) as this is not a change related to this PR * Delete CMakeSettings.json Deleted CMakeSettings.json as this is not a change related to this PR. * checks for cosmetic changes ONCE for both body and sparles Please review carefully. I made these changes blindly as I figure out why I can't compile it in my machine anymore. Sorry! * correctly updates OUTER color when it's changed in Cosmetics Editor * Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp * Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp * Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp * Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp * Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp * Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c * Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c * Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c --------- Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Rewrite tooltips: Internal Resolution, Anti-Aliasing. + Tweak others. * MSAA slider will display 1x as Off. * Rename setting and tweak tooltips: FPS (to Framerate) + Code style formatting. * Add tooltip: Texture Filtering. + Small tooltip changes. + Tidy up comments/newlines. * Add internal resolution advisory for Apple users. (Because this setting being missing keeps getting reported as a bug.) * Small text tweaks. * Code review suggestion Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> * Missed one of the buttons + correct spelling of "frame rate" --------- Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
* Hookshot, Hammer, & Boomerang * Added the remainder of equipment and DL Patching for hands * Removed Mirror Shield Patch Messed with the front texture of shield * Child Hylian Shield Cheat Adds a cheat that allows Child Link to hold Hylian Shield as adult. Added to this since it uses the same way to render the shield * Debugging * Adds Scaling to Child Link with Adult Equipment * Fix Merge Conflict Blunders * More cleanup * Added Scaling checkbox and some clean up * Added an || ITEM_NONE * More cleanup and simplification * Accidently added spacer * Replace B_BTN_ITEM * Spacing Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com> * Added most sheath functionality * Updated tooltips * removed child hylian shield and tweaked bow/slingshot Made child hylian shield cheat into a separate branch and hooked into existing bow/slingshot enhancement for drawing those * Prefixes * () --------- Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com> Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Merge controller menus * Re-run Build * Update SohInputEditorWindow.h * Update soh/soh/Enhancements/controls/SohInputEditorWindow.cpp Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * pin switch devkit docker image --------- Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Adds Slider and Functionality * prefix * Changed values * HELLO --------- Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* try gc via sdl basing this idea on this comment https://github.com/Ryujinx/Ryujinx/issues/2425#issuecomment-1269658650 * libusb? * fix * use latest lus main * don't bump lus yet
* cache vcpkg on windows ci * try sccache as variant * missed a spot * see if we're checking here * does this do it? * trying to make minimal changes and have this work * hopefully these z7s do something * we were almost at the max already bump to double * Apply suggestions from code review * sc * latest from soh-macready branch of otrexporter
…ev-2-2 macready -> dev (2024/2/2)
…pwright into develop-rando-merge
…do-merge Develop -> Develop-rando
Co-authored-by: jordanpg <jordanpg@users.noreply.github.com>
GameInteractor hooks for adult and child shooting gallery
* fix ship menu bar icon * update cmake in wiiu/switch * different cmake install * wrong arch
* 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 746fc23. * 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
…s#3261) * initial support for mixing boss entrances in the mixed pool * support decouple for boss entrances * missed decouple change * add blue warp exits to boss rooms in location access * add entrance get helper methods * fix assumed targets not using root in entrance name * add dedicated blue warp entrances and handle blue warp changes during generation * change bluewarp handling in game to use unique blue warp entrances * handle blue warps in entrance tracker * fix overriding all jabu and water temple rooms * fix grotto returns when exiting boss rooms/dungeons * fix blue warp logic by tracking original connected region key * use entrance enums * remove unneeded entrance values * fix decouple generation crash * fix jabu mq backwards logic
* state flags 1 * state flags 2 * state flags 3 * fill array
… shuffled (HarbourMasters#3392) * Make rando final eban cost 99 and clean up Text IDs * Remove Text ID changes * Add french translation, All credit to Purple hato Co-authored-by: Purple Hato <linkvssangoku.jr@gmail.com> --------- Co-authored-by: Purple Hato <linkvssangoku.jr@gmail.com>
Merge macready -> develop
develop -> develop-rando 5-5
* Attempt to fix ambiguity issues and a V2 compatibility crash * oops * remove explicit call as it is fixed elsewhere
* Bump lus and fixed PatchGfx * Bump libultraship to main
* Add rando enhancement "Mysterious Shuffled Items", which obfuscates shuffled freestanding/drawn-in-world items (PoH, tokens, shop items) with a custom question mark model (thanks Hato), and uses the "mysterious item" functionality of `GetMerchantMessage` for everything that supports it, regardless of hint status on generation. * Reverted back to rando enhancement, but added condition for Mysterious Shuffle not being on for the gem rotation fix to apply. * First attempt at changing to fake GetItemEntry instead of directly calling the mystery draw function. Needs more work. * Updated CVar to reflect CVar rework values. Added `IsCheckShuffled` as preliminary function for checking *only* if a check is shuffled, not necessarily if it is just visible on the tracker. This accounts for the difference between tokensanity and "Always Show GS On Tracker", where you don't want to obfuscate the latter. * Bit of cleanup. * Cross-platform building edits. If anyone has a better idea of how to handle this fake GIE, I'm all ears. * Update to CVar macros. * Fix freestanding item gives. Fix mysterious item model colors. * Fix bombchu bowling mystery. * Remove bowling bomchus check obfuscation (unused, removed in v3).
…rs#4111) Stop passing checksByArea to functions in the same namespace. Only get value of `HideFilteredAreas` once per frame. Gate area and check evaluations behind checks being visible and search filter size greater than 0. Proper function capitalization.
* Initial pass * Rename "MK" to "Market" * Remove more spoiler names * Update location_list.cpp * Replace vector with array * Update location_list.cpp * Re-run build * Fix spacing
Move Mysterious Shuffle functionality to `hook_handlers.cpp` when applicable.
… dev-to-rando-5-6
* fix stupid crash in DistributeHints * replace some uint8s in loops with size
Resolve other review suggestions.
develop->dev-rando 5-7
* Initial implementation * Re-run build --------- Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
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