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Fixed console being on the corner - #4

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Kenix3 merged 1 commit into
HarbourMasters:developfrom
KiritoDv:develop
Mar 22, 2022
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Fixed console being on the corner#4
Kenix3 merged 1 commit into
HarbourMasters:developfrom
KiritoDv:develop

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Kenix3 merged commit becfaa2 into HarbourMasters:develop Mar 22, 2022
PurpleHato referenced this pull request in PurpleHato/Shipwright Jun 4, 2022
briaguya0 pushed a commit that referenced this pull request Aug 2, 2022
briaguya0 pushed a commit that referenced this pull request Aug 24, 2022
briaguya0 pushed a commit that referenced this pull request Sep 19, 2022
Archez referenced this pull request in Archez/Shipwright Nov 17, 2022
garrettjoecox pushed a commit that referenced this pull request Oct 27, 2023
* Add no rando generated warning

* Update texts

* Randomizer warning messages (#4)

* Fix french typo

---------

Co-authored-by: aMannus <mannusmenting@gmail.com>
inspectredc referenced this pull request in inspectredc/Shipwright Nov 30, 2023
Jameriquiah referenced this pull request in Jameriquiah/Shipwright Dec 31, 2025
This header file defines custom equipment display lists for various items, including weapons and shields, with appropriate alignment macros.

Add ResourceMgr_PatchCustomGfxByName function

Add ResourceMgr_PatchCustomGfxByName function

Add custom equipment patching functionality

This file implements custom equipment patching for various items, including swords, shields, and ocarinas, based on player context and equipped items. It registers hooks to update the display lists for custom equipment dynamically.

Implement custom scaling for Deku Shield on child

Added support for custom scaling of the Deku Shield when the player is a child.

Include GameInteractor and ResourceManager headers

Added includes for GameInteractor and ResourceManager.

Fix include path for ResourceManager header

Replace ResourceManager include with ResourceManagerHelpers

Fix include path for ResourceManagerHelpers header

Implement equipment visibility updates for child and adult

Add custom equipment Dlists handler registration

Add custom equipment header to mods.cpp

Add include for custom equipment header

Add custom equipment header with registration function

Add include guards to customequipment.h

Add function declaration for RegisterPatchCustomEquipmentDlistsHandler

Add UpdatePatchCustomEquipmentDlists function declaration

Remove UpdatePatchCustomEquipmentDlists declaration

Removed the declaration of UpdatePatchCustomEquipmentDlists function.

Remove custom equipment include from mods.cpp

Removed unnecessary include for custom equipment.

Add ShipInit.hpp include to customequipment.cpp

Add custom equipment header to mods.cpp

Add Patch Hand Handler registration

Add RegisterPatchHandHandler function declaration

Call UpdatePatchCustomEquipmentDlists after registration

Change enhancement setting check in PatchOrUnpatch

Change setting check from 'EnabledMods' to 'AltAssets'

Call UpdatePatchCustomEquipmentDlists after registration

Fix registration of OnAssetAltChange hook

Update customequipment.cpp

Update customequipment.cpp

Update customequipment.cpp

Update customequipment.cpp

Update ResourceManagerHelpers.cpp

Update Custom Equipment (#1)

* Update customequipment.cpp

* Shipinit and 2 new hooks

* Fix Build error

* Cleanup ShipInit

* Come on Shipinit, work...

* Woops

* Error between user and keyboard

* Forgot this existed

* Add Enter FPS hook

* Remove "duplicate" hook and test disable extra hook

* Vanilla Fix please, i want vanilla

* I said i wanted vanilla

Alt equipment Unstable Build (#3)

* Update customequipment.cpp

* Shipinit and 2 new hooks

* Fix Build error

* Cleanup ShipInit

* Come on Shipinit, work...

* Woops

* Error between user and keyboard

* Forgot this existed

* Add Enter FPS hook

* Remove "duplicate" hook and test disable extra hook

* Vanilla Fix please, i want vanilla

* I said i wanted vanilla

* Scaling Cleanup

* Remove cond_hook

* Lets Pray

* FINAL PRAYER!

* go back!

* GO BACK MORE

Alt equipment Cleanup (#4)

* Update ResourceManagerHelpers.cpp

* Electric Boogalooooo

* Revert Resourcemanager and make "revised" resourcemanager function for custom

* Forgot header file....

* Revert more stuff

* Hookshot better be hooking now

* hoooooks

* wooops

* scatterbrain moment

* Forceloadhookshot dl

* i forgor

* Revert last stuff and cleanup

* Dont give custom equipment special treatment

* git failed

* lets try this style

* new try

* Helpers Hope

* I believe in this one

* No helpers this time

* once more

* Im at the tip of this hookshot

* im tired

* Im feeling fancy

* Cleanslate

Alt equipment (#5)

* Another layer

* Fux sake

* really?

* again?

Clang time

BugFix for swordless child link (some timeless support) (HarbourMasters#6)

* BugFix for child link back sword

* Second try

* Test this

* Another one

* Getting close

* Timeless support

* Sanity check

* Final patch for timeless

Alt equipment suggestions (HarbourMasters#7)

* first pass

* im dumb

* i forgor

* seriously?

* Hopefully lastone

* frogot

* clang

Optimize and make customequip.cpp more readable

Applied fix to a crash when changing age

clang

Final Fixes

forgot to save

clang clang

one line.....

Thx pat!

I shouldnt have done that

Removed a line along time ago that was being used for something that wasnt apparent on my end

Update CVAR to correct CVAR

* FOUND IT

* Cleanup
SomeoneIsWorking added a commit to SomeoneIsWorking/Shipwright that referenced this pull request Jun 19, 2026
…oT3D terrain

The N64 title demo (gHyruleFieldIntroCs) and scripted cutscenes author the camera
eye at low/sub-ground heights (spot00 intro holds eye.y=-1 while the ground is ~+10).
On N64 the double-sided terrain hid a buried eye; SoH3D culls terrain backfaces (HarbourMasters#1),
so the same eye now sees THROUGH the ground (void/skybox seam across the lower frame).

Fix: for a cinematic camera (active cutscene OR non-MAIN subcamera), if the eye is
below the visible OoT3D room mesh at its XZ, translate the whole camera (eye + lookAt
by the same delta, preserving look direction) up until the eye clears the mesh by an
18u near-plane margin. Only ever lifts; the correction -> 0 continuously as the eye
rises above ground, so no pop at shot boundaries. Gameplay cams (csState idle +
MAIN_CAM) are left alone. Applied in SoH3D_ReplPoll after Play_Update, before Play_Draw.

Gate: SoH3D_Enabled() + env SOH3D_CAMLIFT (default ON) + REPL `camlift`.
Verified live on the title demo: first shot eye.y=-1 -> lift 29.3 -> proper field
vista; shots already above ground get lift 0; gameplay unaffected.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QJTwduyac1qsfD2dR7L2A4
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2 participants