Quote Originally Posted by DarkDragon View Post
I've fixed the one issue I found on Pure (Link pops out of water when hit by his own fire/boms due to some buggy logic in the collision code). I couldn't find any posts about problems with the fix to land/water transitions across mapscreens, but I'll take a look if you point them out to me.


Good, good: I fixed the NES doors (diagonal movement) and pushed it to 2.50.x. I'll start integrating the changes to master, after I sleep.

I asked in the pull if I should make this a QR. Probably not, but the sensitivity could be in quest data in the future, or in FFScript:oorTimer.