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Implements object_custom_equip objects that adds more support to have items modified by modders without having to export with hands or do xml edits to load hands. This is autonomous if exported as a object_custom_equip Also adds non existing DisplayList for items that originally did not have a DisplayList. Longshot and Big Goron Sword Sheath is 2 examples
woe is me thinking bugs reacted to soil patch instead of invisible actor
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Refactors the item pool to fix numerous bugs, especially with Plentiful item pools, makes ship exclusive items affected by item pool, and changes ice trap settings to be more clear and consistent to the user.
This adds a new font, Noto Sans JP
accidentally removed `case ITEM_CATEGORY_JUNK:` from large crate switch case
* Add modal to teach player about presets * Change cvar to CVAR_GENERAL * Update soh/soh/Enhancements/FileSelectEnhancements.cpp Co-authored-by: Philip Dubé <serprex@users.noreply.github.com> --------- Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
…nt jet pit (HarbourMasters#6092) region only represents being on side outside dragon room
…arbourMasters#5985) Add "Enable Enemy Proximity Music for Leever" option + Modularize EnemyBGMDisable
…#6099) beans is 0 in inventory, confusing CanPlantBeanCheck, check for this specific scenario in BeanPlanted to mitigate
also fix some issues in Ganon's Castle, somehow lost shadow trial from refactor, bring it back
consolidate novice jump tricks that are purely movement based 2 new jumps added: shadow boat jump, & forest trial child jump
size_t is unsigned, `>= 0` is always true
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This merges in latest develop and makes a bunch of fixes to get masksanity running like ice trap names, and also fixes some logic issues