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Update README.md - #11

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MegaMech:readme
Mar 22, 2022
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Update README.md#11
NEstelami merged 1 commit into
HarbourMasters:developfrom
MegaMech:readme

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@NEstelami
NEstelami merged commit 4a05b32 into HarbourMasters:develop Mar 22, 2022
PurpleHato referenced this pull request in PurpleHato/Shipwright Jun 4, 2022
aMannus referenced this pull request in aMannus/Shipwright Jul 4, 2022
briaguya0 pushed a commit that referenced this pull request Sep 12, 2022
Incorporate magic arrows in rando settings
Kenix3 pushed a commit to Kenix3/Shipwright that referenced this pull request Oct 19, 2022
lilacLunatic referenced this pull request in lilacLunatic/Shipwright Oct 26, 2022
Fix crash at night in Colossus (and probably other undocumented issues)
garrettjoecox pushed a commit that referenced this pull request Oct 22, 2023
* The mother of all commits

* Removed `GI_SWORD_MASTER`;
"Master Sword" Items now actually give MS

* Removed dupe MS entries in item pool;
updated GIMESSAGE (should stop crashing on non-Windows);
re-added MS in item list

* Give Adult Link a freebie with shuffle MS on;
cihld -> adult no longer gives MS;
ToT Master Sword now gives correct item

* add master sword GI draw func based on ToT MS object

* Force `MasterSword` logic var to only update upon getting MS

* Dorf funny line now activates with LA and MS in inv

* Apply suggestions

* Updated RAND_INF;
Check Tracker changes;
Gave RAND_INF and ice trap logic to ToT MS check;
Fixed swordless behavior for HBA/fishing

* ToT MS Check now works in check tracker;
Visual bug where box hovers over non-existent MS gone;
Fixed RAND_INF check with ToT MS pedestal;
Ganon no longer gives free MS

* adult equips no longer reset in MS shuffle

* Apply (most) locacc review suggestions

Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>

* Reorganized swordless check for interface to fit edge cases;
getting master sword no longer highlights box

* Edge case for BGS but no bow

* Fix implicit declaration error for GI hooks (#9)

* Adjusted `CanAdultAttack/Damage`; applied logic suggestions

* Fixed build errors (hopefully)

* Cleanup merge

* get shit working again

* Tidied up remaining uses of DD flag as rando indicator

* make master sword invisible and fix ms flag (#10)

* Add text to sheik if go mode is obtained but barrier is still up

* overhaul swordless behavior in `func_80083108`

* reworked ToT MS Check to have an actual GI

* suggestions

* Apply suggestions

* Better swordless handling with temp B (#11)

* better swordless handling with temp B

* prevent auto save in fishing pond

* prevent auto save during bombchu bowling

* enum fix

---------

Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
Malkierian referenced this pull request in Malkierian/Shipwright Nov 20, 2023
inspectredc pushed a commit to inspectredc/Shipwright that referenced this pull request Nov 30, 2023
A-Green-Spoon pushed a commit to A-Green-Spoon/Shipwright that referenced this pull request Oct 3, 2024
mattman107 pushed a commit to mattman107/Shipwright that referenced this pull request Apr 4, 2026
This prevents showing a window-provided scrollbar (unless it's made very
small), so the user can size the console to their liking and not having
to scroll the window downward to see the latest messages.
SomeoneIsWorking added a commit to SomeoneIsWorking/Shipwright that referenced this pull request Jun 20, 2026
… OoT3D rim-bevels

The Kokiri clover patch (-460,20,183) and similar low raised patches are walkable in
both N64 and OoT3D but fenced off in SoH3D: OoT3D chamfers the patch rim with short
(~20u) ~66deg bevels; 3DS physics walks up such curbs, but SoH runs faithful N64
BgCheck (ny<=0.5 == wall regardless of height) over that geometry, so the rim is a
wall. In SoH3D_BuildSceneCollision, reclassify ONLY a short (<=24u) upward-facing
(0.15<ny<=0.5) bevel whose TOP edge is shared with a real floor poly (rim of a
walkable surface) to a horizontal floor at its top edge — standalone short walls
(top borders a wall), tall walls, and climbable ledges are all left untouched.
Verified (Kokiri): patch floorat wall->floor y=20, Link stands+walks on it; tall
walls (1201, h>60) and climbable ledges (168) unchanged; 100 short curbs reclassified.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MxNrAnNuY952BQuRxZ7WXv
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2 participants