* * fixes softlock when talking to Mido without Kokiri Emerald after killing Gohma
* * moved scene check to hook
* moved vanilla conditioon into GameInteractor_Should
* * corrected hook condition
* removed 'this'
* * reverted GameInteractor and hook_handlers
* changed actor to use existing hook
* * updated kokiri emerald conditions
* * missed parentheses
* * Overworld pretty much done.
* Known issue with Market Night + 2 bushes in KF
* Known issue with Adult bush in ZR
* * fixed locations post-merge
* * renamed option and types to 'GRASSANITY'
* changed grassnity to be a combobox option
* added first 5 deku tree locations
* * color is a sickly green when containing a check
* added ZR 14 (adult only bush on the platform, not the same?)
* * forgot to rename the files to grassanity
* updated draw method to fix regrowing grass
* Removed old WIP locacc files
* * removed comments in bush actor
* added rest of Deku Tree plus MQ
* Added DC + MQ
* Fixed DC incorrect pos value on 1 loc
* JJB done minus after big octo
* Added BotW + MQ locs
* WIP grottos
* Grottos done
* Workaround to allow market grass during night
* Seperated the 2 KF bushes into 4 checks
* Hints and additional formatting
* Slightly less ghastly color
* Corrected the 2 JJB locs
* * Renaming and removal of some locs.
* Restructure in z_en_kusa.c to leave vanilla code alone.
* Formatting.
* * see previous (forgot to stage woops)
* * Clear grassIdentity on item drop
* Added check for RC on RandoDraw function
Results in no extra dupe drops, and instantly correct the color of the grass when cut instead of on collecting the item.
* * fixed dupe location spoiler names which caused occasional crash when writing spoiler log
* * reverse should
* * fixed faulty locations
* * corrected KAK location names and some formatting
* * Fixed market bushes by tree not working at night
* * merged ZR near PoH grass into a single loc
* * Changed to ShipInit (might be missing something?)
* Corrected Should in z_en_kusa.c to use original draw func when setting is Off
* * Renaming to Shuffle Grass
* * minor fix
* * keyboard fail lol
* * suggestions
* * removed unused function
* * move grass locations into ShuffleGrass
* move grass GameInteractor into GIVanillaBehavior
* minor fixes
* * pre-removed locs from dungeon.cpp
* * pre-remove from context.cpp
* * re-added Grass to context
* * added Dana's amazing custom bush models
* using CSMC to display flowers based on "contents"
* * added Dana's grass models
* refactor to lessen the clutter in the switch
* * removed fairy case
* Added back missing Deku Tree locations
* formatting
* Update soh/soh/Enhancements/randomizer/location_access/overworld/zoras_river.cpp
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
* re-added suggestion from previous
* removed wrong line >.>
---------
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
* initial implementation of new models
* fix typo
* Add smaller skeleton key model and try to fix windows build
* stupid windows, you made me look bad!
* make DrawBombchuBag function work
* small cleanups
* OOGGA BOOGA BOO
* fix post merge leftovers
* post merge fix
* Added Big Key Lighting override to show vanilla lighting when unchanged
* rename CustomdLists into customIconDLs
* post merge fixes
* fix some tooltip issues
* post merge cleanup and some small menu changes
* post merge fix
* post merge fix
* add new boss soul model, colours broken
* update boss soul model for env support
* Add dungeon customise buttons to cosmetic editor
* fix mac build?
* keys don't support alpha
* fix submodules
* ring now draws
* fix keyring colours
* Add bombchu Bag RG, fix boss soul skull colour
* address reviews
* Potsanity proof of concept
* Hide pot item cutscenes for very frequent items
* Add 1 new pot to the item pool
* V1 custom pot model
* V2 pot model
* Pushing for help. lol
* Format clean up on added hint_list entries.
Removal of WriteIngameSpoilerLog call that was unneeded.
* THREE_ACTOR_PARAMS -> TWO_ACTOR_PARAMS and hints in a loop
* Lost woods pots logic
* Realign Pot Checklist in Location_list.cpp
* Correcting some values and adding Master Quest pots.
* Remove vanilla placements
* Re-order enums + start hints per region
* Fix build
* Break up shuffle pot options to dungeon/overworld/all
* Fixes
* Prepare default pot contents, fix/add dungeons
* Fix dungeon/overworld only settings
* Updates to Parameters and RHT information
* Remove unused hints
* Add proper check tracker entry exclusion
* Tweak items to skip cutscenes for
* Vanilla Drop List
* Update magic to blue rupees
* After merge fixes
* Fix Ganondorf's Lair pots
* Fix check tracker + minor stuff
* Unlock early GBK door
* Minor fixes
* More minor stuff and start of logic entries
* Fix TWO_ACTOR_PARAMS overlap between pots
* De-dupe defines
* Add missing water trial pot
* Update to develop-rando
* VBify pots progress
* Cleanup and fixes
* Overworld logic done
* Cleanup and fix item00 queues
* Implement skipping cutscenes for common items
* Revert "Implement skipping cutscenes for common items"
This reverts commit fe44916588dffbc6ccdc1899371c346e9d9eb1ef.
* Ganons tower pot not spawning item fix + cleanup
* Fix ganon's tower, barinade, water temple pots
* VBify ganons key door
* Lizalfos Pot addition (example)
* Separate MQ pots in randomizerTypes.h
* Fix build
* Fix linux build (?)
* DC/Jabu/Botw/ start of Forest Pots (NMQ)
* Remaining Dungeon Non MQ Pot Location Logic
* After merge fixes round 1
* Post merge fixes round 2
* Apply MQ pot logic
* Re-align some stuff
* Cleanup, more work on locationlist
* Start of handling dungeon pots in item pool
* Finish dungeon pots in item pool
* GTG MQ Pots
* Review comments round 1 & code cleanup
* Fix ganon's lair pots being behind GBK in logic
* Update soh/include/z64actor.h
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Address review comment
* Fix logic for pots in Fire Temple
* Fix GtG MQ pots, fix water temple pot logic
* Review Comments
* Logic review part 1
* Logic comments part 2
---------
Co-authored-by: Caladius <Caladius@users.noreply.github.com>
Co-authored-by: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com>
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* 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).
* Update z_fishing documentation from decomp
* undo sCameraAt/Eye rename
* forgot to include these defines Heehee
* adding enums, settings
* adding more stuff back in
* more work
* we're literally typing words into computer
* include unordered map
maybe this fixes mac build idk
* wahoo
* hmm
* add make sure disabled flag gets popped
* poggers in the chat?
* doing some refactoring
* fixing build
* documentation, moving fishsanity instance to rando
* move FS back to context, fixing build, mod progress
since FS is needed during rando generation & provides perpetual info abt. fishsanity in the seed, seems to make more sense if it lives on the context
* moving some stuff around
* it's starting to get real in here
* ELIMINATE FISHSANITYMETA
* IT WROKS
* Update trackers, fix pond fish flagging
* ZD fish shuffle initial checkpoint
* ZD fish "working"
aside from the crashing
* wrapping up
* fix for partial pond shuffle
* remove misc. unrelated debugconsole modification
* updating GI model
* get build working
* add a todo for this
* removeoopsie
* Rework hints a bit
* update hint loc
* Use visual indicator instead of despawning caught fish
---------
Co-authored-by: jordanpg <jordanpg@users.noreply.github.com>