* Slight dKankyo_housi_Packet documentation
* Optimize dKyr_drawHousi (twilight squares)
Now a single draw call rather than like 300
* Optimize dKyr_drawSnow
Snowpeak stonks rising
* Optimize dKyr_odour_draw
* Untie existing mouse logic from gyro
* A bit more mouse cleanup before I start building off it
* Rebase and last bit of cleanup
* Fix rebase mistake, don't apply invertFirstPerson to gyro or mouse input
* Remove the deprecated ImGui toast system
* Add Mouse Camera option in preparation for its use
* WIP, add mouse controls for the third-person camera
* Various helpText revisions
* Enable free camera on horseback
* Untie mouse camera and free camera options
Either being enabled now allows the underlying freecam logic to run
* Allow simultaneous C-stick and mouse input
* Combine mouse sensitivities for both aim and camera
* Add option for inverting mouse Y
* Refactor cursor visibility handling
* Tighten aim capture condition and constrain cursor to window region
* Tidying my trash
* Last bit of housekeeping so I'm satisfied
* Don't write code while sleep deprived
* Fix my sloppy merge and a few helpText updates
* Disable control stick aim when mouse aim is active
* Use same conditions for cursor grabbing as for capture
* Adds a new cheat that let you transform from the start of the game.
* Preserves transformation when passing loadzones similar to having shadow crystal
* standards compliance
* code compliance with decomp
* Speed Vector for Link and Epona added to the Player Info debug ImGUI window for debugging.
* Fix being unable to moonjump through water surface
* Revert "Speed Vector for Link and Epona added to the Player Info debug ImGUI window for debugging."
This reverts commit d87cad3b37.
* Improve Widescreen/Ultrawide Collection/File Select Menus
Re-scale (unstretch) and center elements of the Collection Screen/File Select details screen for Widescreen/Ultrawide
* Fix oversight
Fix default behavior
* Support ultrawide on Collection menu, target PC
support ultrawide instead of reverting to default behavior
wrap logic in target PC ifdefs (both changed functions themselves are still behind them as a whole as well) and use old function behavior otherwise
* Fix icon overshift at ultrawide
Icon shifted too much at ultrawide
Move redundant duplicate line
* Finished Collection/File Select screen changes
Added settings for the scaling mode (GameCube, Wii, Dusklight)
Depending on the setting in the Interface menu (Dusklight preset automatically sets scaling to Dusklight option, Classic preset sets to Gamecube, Wii/all old behavior available as well) Collection and File Select screens get scaled differently
Fixed backdrop behind slots on File Select with Dusklight setting (the Magic Armor background slot seeming too low on all aspects is vanilla behavior)
Fixed Fused Shadow/Mirror size and position with Dusklight setting
All logic is behind TARGET_PC gates (not the logic specifically, but the functions themselves have always been)
Changes dSelect_cursor_c::refreshAspectScale to take a parameter so the scale of the selection cursor can be reset to default (only ever called in TARGET_PC functions or wrapped in gates)
* Ultrawide oversight
* Update d_file_select.cpp
copy paste oopsie
* Update d_file_select.cpp
im tired, never tested msvc
* Menu Scaling Mode
changed definitions to be more open ended
header additions now in TARGET_PC ifdefs
fixed/added scaling for Save/Option buttons in Collection menu with Dusklight setting, stopped scaling just the text
* Update settings.cpp
* Scale Memory Card screen, fix GC name screen
Scales the Memory Card screen (text only) on Wii and Dusklight scaling settings, GC already keeps default scaling
Fixes oversight on Name selection screen on GC settings (all textboxes/letters were getting scaled down)
* deleted line oopsie
* cleaning
* fix stupid
Moved cachedPanes to each 'wide' function because they're static and only being used there anyway