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modbase merge #2

Merged
merged 119 commits into from
Sep 2, 2024
Merged

modbase merge #2

merged 119 commits into from
Sep 2, 2024

Commits on May 25, 2024

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  2. CI: Periodic Controller Database Update (#3528)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored May 25, 2024
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Commits on May 26, 2024

  1. game: fix the path the--portable flag determines (#3537)

    `--portable` was using the path to the executable's file, instead of the
    directory that contains the executable
    xTVaser authored May 26, 2024
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Commits on May 28, 2024

  1. g/j2: add some debug menu options to unlock things and give orbs/gems…

    …/ammo (#3539)
    
    Adds some debug options that make it easier to quickly complete the
    game, get orbs, unlock cheats, etc.
    
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/8854dc42-084a-457e-ae9b-e9ba2dd7917c)
    xTVaser authored May 28, 2024
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Commits on May 29, 2024

  1. [buildactor] support generating collide-meshes for custom models (#…

    …3540)
    
    This adds support for generating collide meshes when importing custom
    models. A couple of things to keep in mind:
    
    - A single `collide-mesh` may only have up to 255 vertices.
    - When exporting a GLTF file in Blender, a `collide-mesh` will be
    generated for every mesh object that has collision properties applied
    (ideally, you would set all visual meshes to `ignore` and your collision
    meshes to `invisible` in the OpenGOAL plugin's custom properties).
    - Ensure that your actor using the model properly allocates enough
    `collide-shape-prim-mesh`es for each `collide-mesh` ([example from the
    original game that uses multiple
    meshes](https://github.com/open-goal/jak-project/blob/f6688659f2ef85f5ceaacea6271580c9f4d91ed1/goal_src/jak1/levels/finalboss/robotboss.gc#L2628-L2806)).
    
    ~One annoying problem that I haven't fully figured out yet (unrelated to
    the actual functionality):
    `collide-mesh`es are stored in art groups as an `(array collide-mesh)`
    in the `art-joint-geo`'s `extra`, so I had to add a new `Res` type to
    support this. The way that `array`s are stored in `res-lump`s is a bit
    of a hack right now. The lump only stores a pointer to the array, so the
    size of that is 4 bytes, but because we have to generate all the actual
    array data too, the current `ResLump` code in C++ doesn't handle this
    case well and would assert, so I decided to omit the asserts if an
    `array` tag is present and "fake" the size so the object file is
    generated more closely to how the game expects it until we figure out
    something better.~
    This was fixed by generating the array data beforehand and creating a
    `ResRef` class that takes the pointer to the array data and adds it to
    the lump.
    Hat-Kid authored May 29, 2024
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Commits on May 31, 2024

  1. jak3 - fill out some text-id entries (#3494)

    Slam Dozer > Ram Rod
    dallmeyer authored May 31, 2024
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  2. [jak2] new subtitle speakers (#3536)

    for specific cutscene scenarios
    
    ---------
    
    Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
    Aloqas and xTVaser authored May 31, 2024
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  3. [jak3] implement autocollect and city turbo board cheats, fix actor h…

    …eap and level flags (#3541)
    ManDude authored May 31, 2024
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Commits on Jun 2, 2024

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Commits on Jun 3, 2024

  1. REPL related improvements and fixes (#3545)

    Motivated by - open-goal/opengoal-vscode#358
    
    This addresses the following:
    - Fixes #2939 spam edge-case
    - Stop picking a different nREPL port based on the game mode by default,
    this causes friction for tools in the average usecase (having a REPL
    open for a single game, and wanting to connect to it). `goalc` spins up
    fine even if the port is already bound to.
    - For people that need/want this behaviour, adding per-game
    configuration to the `repl-config.json` is on my todo list.
    - Allows `goalc` to permit redefining symbols, including functions. This
    is defaulted to off via the `repl-config.json` but it allows you to for
    example, change the definition of a function without having to restart
    and rebuild the entire game.
    ![Screenshot 2024-06-02
    124558](https://github.com/open-goal/jak-project/assets/13153231/28f81f6e-b7b8-4172-9787-f96e4ab1305b)
    - Updates the welcome message to include a bunch of useful metadata
    up-front. Cleaned up all the startup logs that appear when starting
    goalc, many of whom's information is now included in the welcome
    message.
      - Before:
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/814c2374-4808-408e-9ed6-67114902a1d9)
    
      - After:
    ![Screenshot 2024-06-01
    235954](https://github.com/open-goal/jak-project/assets/13153231/f3f459fb-2cbb-46ba-a90f-318243d4b3b3)
    xTVaser authored Jun 3, 2024
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  2. New Crowdin updates (#3547)

    People seem to be translating lines that aren't in the base english one,
    such as `mtn-plat-buried-rocks-a`
    
    This is fine, but Crowdin will continue to remove these every sync PR
    because they aren't in the base english file. So some kind of
    segregation needs to happen.
    
    If we didn't want these scenes translated, then they should be banned
    from being translated via the editor / etc in the first place (shouldn't
    have been included in the metadata).
    xTVaser authored Jun 3, 2024
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Commits on Jun 4, 2024

  1. CI: Periodic Controller Database Update (#3548)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Jun 4, 2024
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Commits on Jun 6, 2024

  1. g/j1: Cleanup all main issues in the formatter and format all of `goa…

    …l_src/jak1` (#3535)
    
    This PR does two main things:
    1. Work through the main low-hanging fruit issues in the formatter
    keeping it from feeling mature and usable
    2. Iterate and prove that point by formatting all of the Jak 1 code
    base. **This has removed around 100K lines in total.**
    - The decompiler will now format it's results for jak 1 to keep things
    from drifting back to where they were. This is controlled by a new
    config flag `format_code`.
    
    How am I confident this hasn't broken anything?:
    - I compiled the entire project and stored it's `out/jak1/obj` files
    separately
    - I then recompiled the project after formatting and wrote a script that
    md5's each file and compares it (`compare-compilation-outputs.py`
    - The results (eventually) were the same:
    
    ![Screenshot 2024-05-25
    132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
    > This proves that the only difference before and after is non-critical
    whitespace for all code/macros that is actually in use.
    
    I'm still aware of improvements that could be made to the formatter, as
    well as general optimization of it's performance. But in general these
    are for rare or non-critical situations in my opinion and I'll work
    through them before doing Jak 2. The vast majority looks great and is
    working properly at this point. Those known issues are the following if
    you are curious:
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
    xTVaser authored Jun 6, 2024
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  2. Jak 2 3rd update subtitle_lines_fr-FR.json (#3546)

    Fixed several translation errors
    RoyalForgotten authored Jun 6, 2024
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Commits on Jun 15, 2024

  1. CI: Periodic Controller Database Update (#3555)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Jun 15, 2024
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  2. [jak1] Enforce certain pc-settings in speedrunner mode (#3553)

    Currently PS2 Actor Vis and FPS are only enforced when starting a run -
    this enforces them on every frame similar to cheats.
    In the progress menu, FPS is already disabled in speedrunner mode - this
    adds the same restriction for PS2 Actor Vis.
    
    Jak 2 already does this properly, no change needed there
    dallmeyer authored Jun 15, 2024
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Commits on Jun 19, 2024

  1. Vanilla update 6/18 (OpenGOAL-Mods#89)

    * Add periods to lines in code_status.md for consistency (#3521)
    
    * CI: Periodic Controller Database Update (#3528)
    
    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    
    * game: fix the path the`--portable` flag determines (#3537)
    
    `--portable` was using the path to the executable's file, instead of the
    directory that contains the executable
    
    * g/j2: add some debug menu options to unlock things and give orbs/gems/ammo (#3539)
    
    Adds some debug options that make it easier to quickly complete the
    game, get orbs, unlock cheats, etc.
    
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/8854dc42-084a-457e-ae9b-e9ba2dd7917c)
    
    * [buildactor] support generating `collide-mesh`es for custom models (#3540)
    
    This adds support for generating collide meshes when importing custom
    models. A couple of things to keep in mind:
    
    - A single `collide-mesh` may only have up to 255 vertices.
    - When exporting a GLTF file in Blender, a `collide-mesh` will be
    generated for every mesh object that has collision properties applied
    (ideally, you would set all visual meshes to `ignore` and your collision
    meshes to `invisible` in the OpenGOAL plugin's custom properties).
    - Ensure that your actor using the model properly allocates enough
    `collide-shape-prim-mesh`es for each `collide-mesh` ([example from the
    original game that uses multiple
    meshes](https://github.com/open-goal/jak-project/blob/f6688659f2ef85f5ceaacea6271580c9f4d91ed1/goal_src/jak1/levels/finalboss/robotboss.gc#L2628-L2806)).
    
    ~One annoying problem that I haven't fully figured out yet (unrelated to
    the actual functionality):
    `collide-mesh`es are stored in art groups as an `(array collide-mesh)`
    in the `art-joint-geo`'s `extra`, so I had to add a new `Res` type to
    support this. The way that `array`s are stored in `res-lump`s is a bit
    of a hack right now. The lump only stores a pointer to the array, so the
    size of that is 4 bytes, but because we have to generate all the actual
    array data too, the current `ResLump` code in C++ doesn't handle this
    case well and would assert, so I decided to omit the asserts if an
    `array` tag is present and "fake" the size so the object file is
    generated more closely to how the game expects it until we figure out
    something better.~
    This was fixed by generating the array data beforehand and creating a
    `ResRef` class that takes the pointer to the array data and adds it to
    the lump.
    
    * jak3 - fill out some `text-id` entries (#3494)
    
    Slam Dozer > Ram Rod
    
    * [jak2] new subtitle speakers (#3536)
    
    for specific cutscene scenarios
    
    ---------
    
    Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
    
    * [jak3] implement autocollect and city turbo board cheats, fix actor heap and level flags (#3541)
    
    * fix nav mesh debugging crash (#3542)
    
    * jak3: airlock speed hacks + make cutscenes skip properly (#3543)
    
    * REPL related improvements and fixes (#3545)
    
    Motivated by - open-goal/opengoal-vscode#358
    
    This addresses the following:
    - Fixes #2939 spam edge-case
    - Stop picking a different nREPL port based on the game mode by default,
    this causes friction for tools in the average usecase (having a REPL
    open for a single game, and wanting to connect to it). `goalc` spins up
    fine even if the port is already bound to.
    - For people that need/want this behaviour, adding per-game
    configuration to the `repl-config.json` is on my todo list.
    - Allows `goalc` to permit redefining symbols, including functions. This
    is defaulted to off via the `repl-config.json` but it allows you to for
    example, change the definition of a function without having to restart
    and rebuild the entire game.
    ![Screenshot 2024-06-02
    124558](https://github.com/open-goal/jak-project/assets/13153231/28f81f6e-b7b8-4172-9787-f96e4ab1305b)
    - Updates the welcome message to include a bunch of useful metadata
    up-front. Cleaned up all the startup logs that appear when starting
    goalc, many of whom's information is now included in the welcome
    message.
      - Before:
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/814c2374-4808-408e-9ed6-67114902a1d9)
    
      - After:
    ![Screenshot 2024-06-01
    235954](https://github.com/open-goal/jak-project/assets/13153231/f3f459fb-2cbb-46ba-a90f-318243d4b3b3)
    
    * New Crowdin updates (#3547)
    
    People seem to be translating lines that aren't in the base english one,
    such as `mtn-plat-buried-rocks-a`
    
    This is fine, but Crowdin will continue to remove these every sync PR
    because they aren't in the base english file. So some kind of
    segregation needs to happen.
    
    If we didn't want these scenes translated, then they should be banned
    from being translated via the editor / etc in the first place (shouldn't
    have been included in the metadata).
    
    * CI: Periodic Controller Database Update (#3548)
    
    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    
    * wrap sprite rgba to 0-255 (#3549)
    
    * g/j1: Cleanup all main issues in the formatter and format all of `goal_src/jak1` (#3535)
    
    This PR does two main things:
    1. Work through the main low-hanging fruit issues in the formatter
    keeping it from feeling mature and usable
    2. Iterate and prove that point by formatting all of the Jak 1 code
    base. **This has removed around 100K lines in total.**
    - The decompiler will now format it's results for jak 1 to keep things
    from drifting back to where they were. This is controlled by a new
    config flag `format_code`.
    
    How am I confident this hasn't broken anything?:
    - I compiled the entire project and stored it's `out/jak1/obj` files
    separately
    - I then recompiled the project after formatting and wrote a script that
    md5's each file and compares it (`compare-compilation-outputs.py`
    - The results (eventually) were the same:
    
    ![Screenshot 2024-05-25
    132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
    > This proves that the only difference before and after is non-critical
    whitespace for all code/macros that is actually in use.
    
    I'm still aware of improvements that could be made to the formatter, as
    well as general optimization of it's performance. But in general these
    are for rare or non-critical situations in my opinion and I'll work
    through them before doing Jak 2. The vast majority looks great and is
    working properly at this point. Those known issues are the following if
    you are curious:
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
    
    * Jak 2 3rd update subtitle_lines_fr-FR.json (#3546)
    
    Fixed several translation errors
    
    * CI: Periodic Controller Database Update (#3555)
    
    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    
    * [jak1] Enforce certain pc-settings in speedrunner mode (#3553)
    
    Currently PS2 Actor Vis and FPS are only enforced when starting a run -
    this enforces them on every frame similar to cheats.
    In the progress menu, FPS is already disabled in speedrunner mode - this
    adds the same restriction for PS2 Actor Vis.
    
    Jak 2 already does this properly, no change needed there
    
    * Rebuild binaries
    
    ---------
    
    Co-authored-by: Matthew Wells <91291346+richarm4@users.noreply.github.com>
    Co-authored-by: OpenGOAL Bot <99294829+OpenGOALBot@users.noreply.github.com>
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
    Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
    Co-authored-by: Matt Dallmeyer <mattdallmeyer@gmail.com>
    Co-authored-by: Aloqas <102683375+Aloqas@users.noreply.github.com>
    Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
    Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
    Co-authored-by: RoyalForgotten <150559120+RoyalForgotten@users.noreply.github.com>
    11 people authored Jun 19, 2024
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  2. CI: Periodic Controller Database Update (#3557)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Jun 19, 2024
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Commits on Jun 20, 2024

  1. Cleanup and sync (OpenGOAL-Mods#90)

    * Sync and cleanup Fileutil
    
    * half finish collectables
    
    * Finish cleanup of collectables
    
    * Finish cleaning up jak 1
    
    * Finish hand reviewing every file
    
    * for permissive_redfenitions and rebuild
    Zedb0T authored Jun 20, 2024
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Commits on Jun 21, 2024

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Commits on Jun 23, 2024

  1. debugging: Improve event profiler utility (#3561)

    - Can make the event buffer larger or smaller
    - UI shows the current event index / size, so you know how fast it's
    filling up
    - Can save compressed, 10x reduction in filesize and Windows 11 explorer
    actually supports ZSTD natively now so this isn't inconvenient at all
    
    ![Screenshot 2024-06-22
    000343](https://github.com/open-goal/jak-project/assets/13153231/2f7dfa41-d931-4170-a848-840cbed9be9f)
    > An example of almost 1 million events.  Results in a 4mb file.
    xTVaser authored Jun 23, 2024
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Commits on Jun 24, 2024

  1. CI: Periodic Controller Database Update (#3564)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Jun 24, 2024
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Commits on Jun 29, 2024

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  2. fix dgo

    dallmeyer authored Jun 29, 2024
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  4. get jak3 working again

    dallmeyer committed Jun 29, 2024
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  5. cleanup tings

    dallmeyer committed Jun 29, 2024
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  6. decompiler: Cleanup duplication in extractor/decompiler and make it e…

    …asier to enable streamed audio ripping from CLI (#3560)
    
    This centralizes the code that both `extractor` and the decompiler
    executes. In the past this code was partially-duplicated, meaning that
    the `extractor` could only do _some_ operations and not others (ie.
    could not extract the audio files).
    
    I also simplified the process to enable audio streaming in the
    configuration. This is to support a new feature in the launcher that
    allows you to enable these options for the decompiler:
    
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/8e6c20a1-8b5b-46f0-bceb-7644f713989f)
    xTVaser authored Jun 29, 2024
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Commits on Jun 30, 2024

  1. Fix audio on reboot

    Zedb0T committed Jun 30, 2024
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Commits on Jul 8, 2024

  1. Update volume in sound-group sog3 to sfx-volume (#3574)

    Adds a way to override certain sounds that don't respect the settings
    that they should...
    
    
    
    https://github.com/open-goal/jak-project/assets/89345505/97d9518d-aafd-4227-b25f-82c5d32e811e
    Zedb0T authored Jul 8, 2024
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Commits on Jul 12, 2024

  1. update binaries

    Zedb0T committed Jul 12, 2024
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Commits on Jul 14, 2024

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  3. jak3: fix some nan bugs (#3581)

    Fixes a couple of NaN bugs, making the Arena and Marauder Stronghold
    missions, the leaper corralling mission and final boss playable:
    
    - Fixes #3579:
    - After catching a leaper, the `flut` that spawns would have a NaN
    `world-sphere`
    - Fixes #3580:
    - `vf0` was being clobbered after a `suspend`, causing them to spawn at
    the origin.
    - The Terraformer's `world-sphere` would be NaN until an animation
    started playing.
    Hat-Kid authored Jul 14, 2024
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Commits on Jul 15, 2024

  1. jak3: add missing texture animations (#3577)

    This refactors some of the texture animation code a bit to better
    support multiple games and adds most of the missing texture animations
    for Jak 3 with a couple of exceptions/bugs:
    
    - `hanga-sprite`: Despite `move_to_pool` being set for this anim, it's
    not showing up in-game, but it does display properly in the ImGUI debug
    window.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/29df8e17-8831-412b-b9b7-7704d6bd7813)
    - `factoryc-alpha`: Some conveyors do not have the animation for some
    reason.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/209ef073-2a81-4e2c-b020-dc2ae0b01196)
    - This spot in Spargus seems to use texture animations, but it looks
    like it maps to the `fora-water-dest` texture/slot, which comes from
    `foresta-water`. Because the texture is not initialized, the texture
    shows up black on first load, but it does show up after loading
    `foresta`.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/1e54bab2-f97c-47d5-a92a-a98a52c30178)
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/240b0137-1e9e-4e65-8446-0f78df9802dd)
    - `hfrag` texture anim is not handled yet. Probably needs some special
    casing.
    Hat-Kid authored Jul 15, 2024
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  2. [high fps] Increase input buffer for jak1 and jak3 (#3578)

    Applying open-goal/jak-project#3178 to jak1 and
    jak3
    
    This also fixes cloud speed in jak3
    
    ---------
    
    Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
    Brent-Hickey and Hat-Kid authored Jul 15, 2024
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  3. jak3: fix robo-hover hand cannon nans (#3584)

    Fixes #3583.
    
    The callback function for the hand cannon joint mods was initialized
    prior to calling `ja-post`, propagating NaNs.
    Hat-Kid authored Jul 15, 2024
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Commits on Jul 16, 2024

  1. game: log more OpenGL info (#3588)

    Logs the OpenGL vendor and renderer, in most cases this helps identify
    what GPU the game is using, which is something that comes up from
    time-to-time in support.
    
    
    ![image](https://github.com/user-attachments/assets/4d9ca6fa-f3ea-440e-bce2-7d22dab21ec6)
    xTVaser authored Jul 16, 2024
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  2. CI: Periodic Controller Database Update (#3585)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Jul 16, 2024
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Commits on Jul 17, 2024

  1. jak3: fix bbush rings (#3593)

    Fixes #3592
    Hat-Kid authored Jul 17, 2024
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Commits on Jul 20, 2024

  1. decompiler: support merc model replacements and adding custom actor m…

    …odels to vanilla fr3s (#3597)
    
    This adds support for replacing existing merc models in FR3 files with
    custom GLB model files. The replacements go in
    `custom_assets/<GAME>/merc_replacements`, similar to texture
    replacements. When a `.glb` file with a file name that matches any model
    present in an FR3 is detected (e.g. `eichar-lod0` for Jak), all merc
    model data is replaced with the given model.
    
    Additionally, models for custom actors can now also be added to vanilla
    FR3s. The models for this go in
    `custom_assets/<GAME>/models/<LEVEL_NAME>` (e.g.
    `custom_assets/jak1/models/jungleb/test-actor-lod0.glb`) and will be
    added to the FR3 that has a matching name (exception: to add things to
    the common level file, the folder should be named `common` instead of
    `GAME`).
    For custom levels, these now go in
    `custom_assets/<GAME>/models/custom_levels` (previously
    `custom_assets/<GAME>/models`).
    
    Another small change: When level ripping is enabled, the resulting model
    files will now be stored in game name subfolders inside of `glb_out`.
    Hat-Kid authored Jul 20, 2024
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Commits on Jul 21, 2024

  1. Update 7/22 (OpenGOAL-Mods#96)

    * decompiler: Cleanup duplication in extractor/decompiler and make it easier to enable streamed audio ripping from CLI (#3560)
    
    This centralizes the code that both `extractor` and the decompiler
    executes. In the past this code was partially-duplicated, meaning that
    the `extractor` could only do _some_ operations and not others (ie.
    could not extract the audio files).
    
    I also simplified the process to enable audio streaming in the
    configuration. This is to support a new feature in the launcher that
    allows you to enable these options for the decompiler:
    
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/8e6c20a1-8b5b-46f0-bceb-7644f713989f)
    
    * Update volume in sound-group sog3 to sfx-volume (#3574)
    
    Adds a way to override certain sounds that don't respect the settings
    that they should...
    
    
    
    https://github.com/open-goal/jak-project/assets/89345505/97d9518d-aafd-4227-b25f-82c5d32e811e
    
    * jak3: fix some nan bugs (#3581)
    
    Fixes a couple of NaN bugs, making the Arena and Marauder Stronghold
    missions, the leaper corralling mission and final boss playable:
    
    - Fixes #3579:
    - After catching a leaper, the `flut` that spawns would have a NaN
    `world-sphere`
    - Fixes #3580:
    - `vf0` was being clobbered after a `suspend`, causing them to spawn at
    the origin.
    - The Terraformer's `world-sphere` would be NaN until an animation
    started playing.
    
    * jak3: add missing texture animations (#3577)
    
    This refactors some of the texture animation code a bit to better
    support multiple games and adds most of the missing texture animations
    for Jak 3 with a couple of exceptions/bugs:
    
    - `hanga-sprite`: Despite `move_to_pool` being set for this anim, it's
    not showing up in-game, but it does display properly in the ImGUI debug
    window.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/29df8e17-8831-412b-b9b7-7704d6bd7813)
    - `factoryc-alpha`: Some conveyors do not have the animation for some
    reason.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/209ef073-2a81-4e2c-b020-dc2ae0b01196)
    - This spot in Spargus seems to use texture animations, but it looks
    like it maps to the `fora-water-dest` texture/slot, which comes from
    `foresta-water`. Because the texture is not initialized, the texture
    shows up black on first load, but it does show up after loading
    `foresta`.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/1e54bab2-f97c-47d5-a92a-a98a52c30178)
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/240b0137-1e9e-4e65-8446-0f78df9802dd)
    - `hfrag` texture anim is not handled yet. Probably needs some special
    casing.
    
    * [high fps] Increase input buffer for jak1 and jak3 (#3578)
    
    Applying open-goal/jak-project#3178 to jak1 and
    jak3
    
    This also fixes cloud speed in jak3
    
    ---------
    
    Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
    
    * jak3: fix `robo-hover` hand cannon nans (#3584)
    
    Fixes #3583.
    
    The callback function for the hand cannon joint mods was initialized
    prior to calling `ja-post`, propagating NaNs.
    
    * jak3: fix opengl error spam (#3586)
    
    * jak3: fix texture anim alpha (#3587)
    
    * game: log more OpenGL info (#3588)
    
    Logs the OpenGL vendor and renderer, in most cases this helps identify
    what GPU the game is using, which is something that comes up from
    time-to-time in support.
    
    
    ![image](https://github.com/user-attachments/assets/4d9ca6fa-f3ea-440e-bce2-7d22dab21ec6)
    
    * CI: Periodic Controller Database Update (#3585)
    
    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    
    * jak3: fix `bbush` rings (#3593)
    
    Fixes #3592
    
    * decompiler: support merc model replacements and adding custom actor models to vanilla fr3s (#3597)
    
    This adds support for replacing existing merc models in FR3 files with
    custom GLB model files. The replacements go in
    `custom_assets/<GAME>/merc_replacements`, similar to texture
    replacements. When a `.glb` file with a file name that matches any model
    present in an FR3 is detected (e.g. `eichar-lod0` for Jak), all merc
    model data is replaced with the given model.
    
    Additionally, models for custom actors can now also be added to vanilla
    FR3s. The models for this go in
    `custom_assets/<GAME>/models/<LEVEL_NAME>` (e.g.
    `custom_assets/jak1/models/jungleb/test-actor-lod0.glb`) and will be
    added to the FR3 that has a matching name (exception: to add things to
    the common level file, the folder should be named `common` instead of
    `GAME`).
    For custom levels, these now go in
    `custom_assets/<GAME>/models/custom_levels` (previously
    `custom_assets/<GAME>/models`).
    
    Another small change: When level ripping is enabled, the resulting model
    files will now be stored in game name subfolders inside of `glb_out`.
    
    * Update .gitignore
    
    * Update binaries
    
    ---------
    
    Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
    Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
    Co-authored-by: Brent Hickey <brent.hickey@icloud.com>
    Co-authored-by: OpenGOAL Bot <99294829+OpenGOALBot@users.noreply.github.com>
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    6 people authored Jul 21, 2024
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Commits on Jul 23, 2024

  1. 7/23 update (OpenGOAL-Mods#97)

    * decompiler: Cleanup duplication in extractor/decompiler and make it easier to enable streamed audio ripping from CLI (#3560)
    
    This centralizes the code that both `extractor` and the decompiler
    executes. In the past this code was partially-duplicated, meaning that
    the `extractor` could only do _some_ operations and not others (ie.
    could not extract the audio files).
    
    I also simplified the process to enable audio streaming in the
    configuration. This is to support a new feature in the launcher that
    allows you to enable these options for the decompiler:
    
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/8e6c20a1-8b5b-46f0-bceb-7644f713989f)
    
    * Update volume in sound-group sog3 to sfx-volume (#3574)
    
    Adds a way to override certain sounds that don't respect the settings
    that they should...
    
    
    
    https://github.com/open-goal/jak-project/assets/89345505/97d9518d-aafd-4227-b25f-82c5d32e811e
    
    * jak3: fix some nan bugs (#3581)
    
    Fixes a couple of NaN bugs, making the Arena and Marauder Stronghold
    missions, the leaper corralling mission and final boss playable:
    
    - Fixes #3579:
    - After catching a leaper, the `flut` that spawns would have a NaN
    `world-sphere`
    - Fixes #3580:
    - `vf0` was being clobbered after a `suspend`, causing them to spawn at
    the origin.
    - The Terraformer's `world-sphere` would be NaN until an animation
    started playing.
    
    * jak3: add missing texture animations (#3577)
    
    This refactors some of the texture animation code a bit to better
    support multiple games and adds most of the missing texture animations
    for Jak 3 with a couple of exceptions/bugs:
    
    - `hanga-sprite`: Despite `move_to_pool` being set for this anim, it's
    not showing up in-game, but it does display properly in the ImGUI debug
    window.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/29df8e17-8831-412b-b9b7-7704d6bd7813)
    - `factoryc-alpha`: Some conveyors do not have the animation for some
    reason.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/209ef073-2a81-4e2c-b020-dc2ae0b01196)
    - This spot in Spargus seems to use texture animations, but it looks
    like it maps to the `fora-water-dest` texture/slot, which comes from
    `foresta-water`. Because the texture is not initialized, the texture
    shows up black on first load, but it does show up after loading
    `foresta`.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/1e54bab2-f97c-47d5-a92a-a98a52c30178)
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/240b0137-1e9e-4e65-8446-0f78df9802dd)
    - `hfrag` texture anim is not handled yet. Probably needs some special
    casing.
    
    * [high fps] Increase input buffer for jak1 and jak3 (#3578)
    
    Applying open-goal/jak-project#3178 to jak1 and
    jak3
    
    This also fixes cloud speed in jak3
    
    ---------
    
    Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
    
    * jak3: fix `robo-hover` hand cannon nans (#3584)
    
    Fixes #3583.
    
    The callback function for the hand cannon joint mods was initialized
    prior to calling `ja-post`, propagating NaNs.
    
    * jak3: fix opengl error spam (#3586)
    
    * jak3: fix texture anim alpha (#3587)
    
    * game: log more OpenGL info (#3588)
    
    Logs the OpenGL vendor and renderer, in most cases this helps identify
    what GPU the game is using, which is something that comes up from
    time-to-time in support.
    
    
    ![image](https://github.com/user-attachments/assets/4d9ca6fa-f3ea-440e-bce2-7d22dab21ec6)
    
    * CI: Periodic Controller Database Update (#3585)
    
    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    
    * jak3: fix `bbush` rings (#3593)
    
    Fixes #3592
    
    * decompiler: support merc model replacements and adding custom actor models to vanilla fr3s (#3597)
    
    This adds support for replacing existing merc models in FR3 files with
    custom GLB model files. The replacements go in
    `custom_assets/<GAME>/merc_replacements`, similar to texture
    replacements. When a `.glb` file with a file name that matches any model
    present in an FR3 is detected (e.g. `eichar-lod0` for Jak), all merc
    model data is replaced with the given model.
    
    Additionally, models for custom actors can now also be added to vanilla
    FR3s. The models for this go in
    `custom_assets/<GAME>/models/<LEVEL_NAME>` (e.g.
    `custom_assets/jak1/models/jungleb/test-actor-lod0.glb`) and will be
    added to the FR3 that has a matching name (exception: to add things to
    the common level file, the folder should be named `common` instead of
    `GAME`).
    For custom levels, these now go in
    `custom_assets/<GAME>/models/custom_levels` (previously
    `custom_assets/<GAME>/models`).
    
    Another small change: When level ripping is enabled, the resulting model
    files will now be stored in game name subfolders inside of `glb_out`.
    
    * build
    
    ---------
    
    Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
    Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
    Co-authored-by: Brent Hickey <brent.hickey@icloud.com>
    Co-authored-by: OpenGOAL Bot <99294829+OpenGOALBot@users.noreply.github.com>
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    6 people authored Jul 23, 2024
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Commits on Jul 24, 2024

  1. CI: Periodic Controller Database Update (#3600)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Jul 24, 2024
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Commits on Jul 26, 2024

  1. Configuration menu
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  2. [jak3] Fix eye slot assignment and textures (#3603)

    I found two issues with Jak 3 eyes. The first was simple - we were
    missing a `-pc` texture upload in `texture.gc` for `pris2` textures,
    which has eye textures for a few characters, like torn or damas.
    
    The second was a little more annoying. Unlike jak 2 and jak 1, jak 3 can
    dynamically assign eye slots when merc models are loaded. This involves
    modifying eye data to tell the eye renderer where to render, and
    modifying the merc model's adgif shaders to point to the correct eye
    texture. The modification to the merc adgif shader is problematic since
    our PC port of merc assumes this slot is constant.
    
    My solution here was to bypass this whole slot system entirely for jak
    3. I modified the GOAL eye renderer to tell the c++ eye renderer the
    name of the merc-ctrl containing the eye. Then, the PC C++ Merc renderer
    can just look up the merc-ctrl by name. To make this fit nicely in the
    existing memory layout, I used a 64-bit fnv hash of the name. (which
    honestly is how we should have handled a lot of other texture/model
    names stuff...)
    
    Unrelated fix to Overlord2 so it handles the case where file size
    changes after the game starts, I had this in jak2/jak1 and forgot it for
    jak 3.
    water111 authored Jul 26, 2024
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  3. [jak3] A few bug fixes (#3606)

    A few minor fixes:
    
    - Fix crash in overlord3 during final boss
    open-goal/jak-project#3605
    - Update goal_src for `scene-actor.gc`, which was not updated after a
    bug fix for decompiling skelgroups, making some cutscene actors
    invisible due to using the wrong joint for culling checks.
    - Stop using `-1` as an invalid value for texture id's in Merc.cpp. This
    could sometimes cause Merc2.cpp to accidentally skip updating the OpenGL
    texture. This fixes the bug where skull gems sometimes didn't have the
    animated textures.
    water111 authored Jul 26, 2024
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Commits on Jul 27, 2024

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  2. Jak1: Add Autosplitting options for tasks completed in one level and …

    …turned in in another (#3595)
    
    For the FJ Mirrors, Muse, Lightning Moles, and Gambler's race the tasks
    are completed in one level, then turned in at the hub. This presents a
    spot of confusion for new players with the autosplitter and requires
    hacky workarounds for those who want to split on these conditions. This
    pull request adds in the necessary code to the autosplit-h.gc and
    autosplit.gc files so that the autosplitter can identify these events,
    similar to the talk to fisherman and catch fish options in the current
    autosplitter.
    zakfaulk authored Jul 27, 2024
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  3. jak1: Adjust sprite positioning or hide them where appropriate when u…

    …sing non-standard aspect ratios (#3596)
    
    This attempts to do a best-effort quick fix for the sprite alignment in
    the menus and first person views on higher aspect ratios. This:
    - Hides the binocular borders completely when using a non-standard ratio
    ![Screenshot 2024-07-20
    021430](https://github.com/user-attachments/assets/c56d3a6c-13b0-43e1-b99b-83292993728c)
    - Hides the borders in jak's first person view when using a non-standard
    ratio
    ![Screenshot 2024-07-20
    021310](https://github.com/user-attachments/assets/fefca993-960b-4741-87b7-6d7c17efe89d)
    - Uses a combination of manual alignment and approximation to get the
    pause menu closer.
    ![Screenshot 2024-07-20
    151725](https://github.com/user-attachments/assets/2c8aa759-b33a-4fbe-abc6-b5861fc33208)
    > 32:9 screenshot.
    
    I accomplished the last one by manually aligning all of the core sprites
    and text for the most popular aspect ratios. This means that from a
    practical standpoint, things should align "perfectly". However, I then
    used all of those values to derive a polynomial for each adjustment
    based on the aspect ratio. This allows the game to do a half-decent
    approximation/interpolation for every aspect ratio in-between the common
    ones. It won't be perfect, but it will be better than this:
    
    ![image](https://github.com/user-attachments/assets/420b1e38-6f88-436a-8e8c-21df6b49428e)
    xTVaser authored Jul 27, 2024
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  4. [jak3] Some cleanup/fixes around curve and light-trail (#3608)

    They still don't work yet, this is just naming/comments to help with
    debug.
    
    The vehicle tracks are now at least trying to draw, but like the others,
    don't actually show up.
    water111 authored Jul 27, 2024
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  5. [jak3] Fix alpha for prims, entity-table (#3609)

    Fix issue where light-trail is invisible and some actors not spawning
    due to out of memory.
    water111 authored Jul 27, 2024
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Commits on Jul 28, 2024

  1. jak3: add darkjak highres texture anim (#3611)

    Eyes don't work yet
    Hat-Kid authored Jul 28, 2024
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  2. game: cleanup some display settings related code, forbid invalid `gam…

    …e-size` resolutions (#3601)
    
    Fixes open-goal/jak-project#3563
    
    These users have the following spamming in logs:
    > OpenGL error 0x502 S8246 T824C: GL_INVALID_OPERATION error generated.
    Source and destination dimensions must be identical with the current
    filtering modes.
    
    And the solution is to correctly set their game-size. The way this
    change accomplishes that is by confirming whether or not the set
    `game-size` is a valid resolution informed by SDL, if not, it defaults
    to the monitor's currently set display mode's resolution.
    
    This also moves the selected display id, and the display mode into the
    C++ settings -- closer to where it's actually managed and used. I'm
    tempted to do this eventually for the resolutions as well but that stuff
    is much more burdensome. This hopefully simplifies debugging, reduces
    startup flickering, and removes back-and-forth complexity. Hopefully
    this makes debugging display related problems easier. It also adds a
    bunch more logging to the related code.
    xTVaser authored Jul 28, 2024
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Commits on Jul 29, 2024

  1. CI: Periodic Controller Database Update (#3615)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Jul 29, 2024
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Commits on Jul 30, 2024

  1. decompiler: Apply docstring indentation fix to all game versions (#3614)

    Previously was only applying to game versions above Jak 2, Fixes #3342
    xTVaser authored Jul 30, 2024
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  2. g/j1: fix menu labelling issue in jak1 (#3613)

    Fixes #3393
    xTVaser authored Jul 30, 2024
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  3. jak3: add more prim buckets (#3618)

    Used by `prebot`
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Commits on Jul 31, 2024

  1. jak2: support mirror mode (#3616)

    Fixes #3210
    
    
    ![image](https://github.com/user-attachments/assets/86bb6a67-bc6a-4169-aa82-d6a46ecd43d7)
    
    TIL that on the PS4/PS5, mirror mode breaks the upscaling
    xTVaser authored Jul 31, 2024
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  2. jak1/jak2: Persist sound settings, play-hints, subtitles and vibratio…

    …n settings in `pc-settings` instead of the memory card file (#3612)
    
    In the original game, they had no choice but to use the memory card file
    as their method of persisting settings. We are not limited by such
    things.
    
    It's inconvenient to have to load your save-file when launching the game
    to initialize these settings to your liking, it's also confusing
    behaviour to even some players that have played the game heavily for
    over a decade. We can do better by globally saving these settings to the
    `pc-settings` file instead.
    
    Originally I only migrated the volume settings, then i figured it would
    be nice to also have play-hints and subtitles settings persisted. More
    could debatably be moved (language is a big one...) but these were the
    low hanging fruit.
    
    I also reduced the default volumes as that is something else that has
    come up a few times.
    xTVaser authored Jul 31, 2024
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  3. New Crowdin updates (#3621)

    xTVaser authored Jul 31, 2024
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Commits on Aug 1, 2024

  1. Update speedruns.gc

    dallmeyer authored Aug 1, 2024
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  2. [jak1] update finnish translations (#3619)

    A long overdue Finnish translation update with better subtitle timings
    and wording.
    Aloqas authored Aug 1, 2024
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Commits on Aug 2, 2024

  1. Vanilla 8/2 (OpenGOAL-Mods#98)

    * decompiler: Cleanup duplication in extractor/decompiler and make it easier to enable streamed audio ripping from CLI (#3560)
    
    This centralizes the code that both `extractor` and the decompiler
    executes. In the past this code was partially-duplicated, meaning that
    the `extractor` could only do _some_ operations and not others (ie.
    could not extract the audio files).
    
    I also simplified the process to enable audio streaming in the
    configuration. This is to support a new feature in the launcher that
    allows you to enable these options for the decompiler:
    
    
    ![image](https://github.com/open-goal/jak-project/assets/13153231/8e6c20a1-8b5b-46f0-bceb-7644f713989f)
    
    * Update volume in sound-group sog3 to sfx-volume (#3574)
    
    Adds a way to override certain sounds that don't respect the settings
    that they should...
    
    
    
    https://github.com/open-goal/jak-project/assets/89345505/97d9518d-aafd-4227-b25f-82c5d32e811e
    
    * jak3: fix some nan bugs (#3581)
    
    Fixes a couple of NaN bugs, making the Arena and Marauder Stronghold
    missions, the leaper corralling mission and final boss playable:
    
    - Fixes #3579:
    - After catching a leaper, the `flut` that spawns would have a NaN
    `world-sphere`
    - Fixes #3580:
    - `vf0` was being clobbered after a `suspend`, causing them to spawn at
    the origin.
    - The Terraformer's `world-sphere` would be NaN until an animation
    started playing.
    
    * jak3: add missing texture animations (#3577)
    
    This refactors some of the texture animation code a bit to better
    support multiple games and adds most of the missing texture animations
    for Jak 3 with a couple of exceptions/bugs:
    
    - `hanga-sprite`: Despite `move_to_pool` being set for this anim, it's
    not showing up in-game, but it does display properly in the ImGUI debug
    window.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/29df8e17-8831-412b-b9b7-7704d6bd7813)
    - `factoryc-alpha`: Some conveyors do not have the animation for some
    reason.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/209ef073-2a81-4e2c-b020-dc2ae0b01196)
    - This spot in Spargus seems to use texture animations, but it looks
    like it maps to the `fora-water-dest` texture/slot, which comes from
    `foresta-water`. Because the texture is not initialized, the texture
    shows up black on first load, but it does show up after loading
    `foresta`.
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/1e54bab2-f97c-47d5-a92a-a98a52c30178)
    
    ![image](https://github.com/open-goal/jak-project/assets/6624576/240b0137-1e9e-4e65-8446-0f78df9802dd)
    - `hfrag` texture anim is not handled yet. Probably needs some special
    casing.
    
    * [high fps] Increase input buffer for jak1 and jak3 (#3578)
    
    Applying open-goal/jak-project#3178 to jak1 and
    jak3
    
    This also fixes cloud speed in jak3
    
    ---------
    
    Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
    
    * jak3: fix `robo-hover` hand cannon nans (#3584)
    
    Fixes #3583.
    
    The callback function for the hand cannon joint mods was initialized
    prior to calling `ja-post`, propagating NaNs.
    
    * jak3: fix opengl error spam (#3586)
    
    * jak3: fix texture anim alpha (#3587)
    
    * game: log more OpenGL info (#3588)
    
    Logs the OpenGL vendor and renderer, in most cases this helps identify
    what GPU the game is using, which is something that comes up from
    time-to-time in support.
    
    
    ![image](https://github.com/user-attachments/assets/4d9ca6fa-f3ea-440e-bce2-7d22dab21ec6)
    
    * CI: Periodic Controller Database Update (#3585)
    
    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    
    * jak3: fix `bbush` rings (#3593)
    
    Fixes #3592
    
    * decompiler: support merc model replacements and adding custom actor models to vanilla fr3s (#3597)
    
    This adds support for replacing existing merc models in FR3 files with
    custom GLB model files. The replacements go in
    `custom_assets/<GAME>/merc_replacements`, similar to texture
    replacements. When a `.glb` file with a file name that matches any model
    present in an FR3 is detected (e.g. `eichar-lod0` for Jak), all merc
    model data is replaced with the given model.
    
    Additionally, models for custom actors can now also be added to vanilla
    FR3s. The models for this go in
    `custom_assets/<GAME>/models/<LEVEL_NAME>` (e.g.
    `custom_assets/jak1/models/jungleb/test-actor-lod0.glb`) and will be
    added to the FR3 that has a matching name (exception: to add things to
    the common level file, the folder should be named `common` instead of
    `GAME`).
    For custom levels, these now go in
    `custom_assets/<GAME>/models/custom_levels` (previously
    `custom_assets/<GAME>/models`).
    
    Another small change: When level ripping is enabled, the resulting model
    files will now be stored in game name subfolders inside of `glb_out`.
    
    * CI: Periodic Controller Database Update (#3600)
    
    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    
    * [wip] Jak 3 Overlord (#3567)
    
    * [jak3] Fix eye slot assignment and textures (#3603)
    
    I found two issues with Jak 3 eyes. The first was simple - we were
    missing a `-pc` texture upload in `texture.gc` for `pris2` textures,
    which has eye textures for a few characters, like torn or damas.
    
    The second was a little more annoying. Unlike jak 2 and jak 1, jak 3 can
    dynamically assign eye slots when merc models are loaded. This involves
    modifying eye data to tell the eye renderer where to render, and
    modifying the merc model's adgif shaders to point to the correct eye
    texture. The modification to the merc adgif shader is problematic since
    our PC port of merc assumes this slot is constant.
    
    My solution here was to bypass this whole slot system entirely for jak
    3. I modified the GOAL eye renderer to tell the c++ eye renderer the
    name of the merc-ctrl containing the eye. Then, the PC C++ Merc renderer
    can just look up the merc-ctrl by name. To make this fit nicely in the
    existing memory layout, I used a 64-bit fnv hash of the name. (which
    honestly is how we should have handled a lot of other texture/model
    names stuff...)
    
    Unrelated fix to Overlord2 so it handles the case where file size
    changes after the game starts, I had this in jak2/jak1 and forgot it for
    jak 3.
    
    * [jak3] A few bug fixes (#3606)
    
    A few minor fixes:
    
    - Fix crash in overlord3 during final boss
    open-goal/jak-project#3605
    - Update goal_src for `scene-actor.gc`, which was not updated after a
    bug fix for decompiling skelgroups, making some cutscene actors
    invisible due to using the wrong joint for culling checks.
    - Stop using `-1` as an invalid value for texture id's in Merc.cpp. This
    could sometimes cause Merc2.cpp to accidentally skip updating the OpenGL
    texture. This fixes the bug where skull gems sometimes didn't have the
    animated textures.
    
    * [jak3] prim rendering for cloth (#3607)
    
    * Jak1: Add Autosplitting options for tasks completed in one level and turned in in another (#3595)
    
    For the FJ Mirrors, Muse, Lightning Moles, and Gambler's race the tasks
    are completed in one level, then turned in at the hub. This presents a
    spot of confusion for new players with the autosplitter and requires
    hacky workarounds for those who want to split on these conditions. This
    pull request adds in the necessary code to the autosplit-h.gc and
    autosplit.gc files so that the autosplitter can identify these events,
    similar to the talk to fisherman and catch fish options in the current
    autosplitter.
    
    * jak1: Adjust sprite positioning or hide them where appropriate when using non-standard aspect ratios (#3596)
    
    This attempts to do a best-effort quick fix for the sprite alignment in
    the menus and first person views on higher aspect ratios. This:
    - Hides the binocular borders completely when using a non-standard ratio
    ![Screenshot 2024-07-20
    021430](https://github.com/user-attachments/assets/c56d3a6c-13b0-43e1-b99b-83292993728c)
    - Hides the borders in jak's first person view when using a non-standard
    ratio
    ![Screenshot 2024-07-20
    021310](https://github.com/user-attachments/assets/fefca993-960b-4741-87b7-6d7c17efe89d)
    - Uses a combination of manual alignment and approximation to get the
    pause menu closer.
    ![Screenshot 2024-07-20
    151725](https://github.com/user-attachments/assets/2c8aa759-b33a-4fbe-abc6-b5861fc33208)
    > 32:9 screenshot.
    
    I accomplished the last one by manually aligning all of the core sprites
    and text for the most popular aspect ratios. This means that from a
    practical standpoint, things should align "perfectly". However, I then
    used all of those values to derive a polynomial for each adjustment
    based on the aspect ratio. This allows the game to do a half-decent
    approximation/interpolation for every aspect ratio in-between the common
    ones. It won't be perfect, but it will be better than this:
    
    ![image](https://github.com/user-attachments/assets/420b1e38-6f88-436a-8e8c-21df6b49428e)
    
    * [jak3] Some cleanup/fixes around curve and light-trail (#3608)
    
    They still don't work yet, this is just naming/comments to help with
    debug.
    
    The vehicle tracks are now at least trying to draw, but like the others,
    don't actually show up.
    
    * [jak3] Fix alpha for prims, entity-table (#3609)
    
    Fix issue where light-trail is invisible and some actors not spawning
    due to out of memory.
    
    * jak3: add darkjak highres texture anim (#3611)
    
    Eyes don't work yet
    
    * game: cleanup some display settings related code, forbid invalid `game-size` resolutions (#3601)
    
    Fixes open-goal/jak-project#3563
    
    These users have the following spamming in logs:
    > OpenGL error 0x502 S8246 T824C: GL_INVALID_OPERATION error generated.
    Source and destination dimensions must be identical with the current
    filtering modes.
    
    And the solution is to correctly set their game-size. The way this
    change accomplishes that is by confirming whether or not the set
    `game-size` is a valid resolution informed by SDL, if not, it defaults
    to the monitor's currently set display mode's resolution.
    
    This also moves the selected display id, and the display mode into the
    C++ settings -- closer to where it's actually managed and used. I'm
    tempted to do this eventually for the resolutions as well but that stuff
    is much more burdensome. This hopefully simplifies debugging, reduces
    startup flickering, and removes back-and-forth complexity. Hopefully
    this makes debugging display related problems easier. It also adds a
    bunch more logging to the related code.
    
    * CI: Periodic Controller Database Update (#3615)
    
    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    
    * decompiler: Apply docstring indentation fix to all game versions (#3614)
    
    Previously was only applying to game versions above Jak 2, Fixes #3342
    
    * g/j1: fix menu labelling issue in jak1 (#3613)
    
    Fixes #3393
    
    * jak3: add more prim buckets (#3618)
    
    Used by `prebot`
    
    * jak2: support mirror mode (#3616)
    
    Fixes #3210
    
    
    ![image](https://github.com/user-attachments/assets/86bb6a67-bc6a-4169-aa82-d6a46ecd43d7)
    
    TIL that on the PS4/PS5, mirror mode breaks the upscaling
    
    * jak1/jak2: Persist sound settings, play-hints, subtitles and vibration settings in `pc-settings` instead of the memory card file (#3612)
    
    In the original game, they had no choice but to use the memory card file
    as their method of persisting settings. We are not limited by such
    things.
    
    It's inconvenient to have to load your save-file when launching the game
    to initialize these settings to your liking, it's also confusing
    behaviour to even some players that have played the game heavily for
    over a decade. We can do better by globally saving these settings to the
    `pc-settings` file instead.
    
    Originally I only migrated the volume settings, then i figured it would
    be nice to also have play-hints and subtitles settings persisted. More
    could debatably be moved (language is a big one...) but these were the
    low hanging fruit.
    
    I also reduced the default volumes as that is something else that has
    come up a few times.
    
    * New Crowdin updates (#3621)
    
    * [jak1] update finnish translations (#3619)
    
    A long overdue Finnish translation update with better subtitle timings
    and wording.
    
    ---------
    
    Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
    Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
    Co-authored-by: Brent Hickey <brent.hickey@icloud.com>
    Co-authored-by: OpenGOAL Bot <99294829+OpenGOALBot@users.noreply.github.com>
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    Co-authored-by: water111 <48171810+water111@users.noreply.github.com>
    Co-authored-by: zakfaulk <zakfaulk@gmail.com>
    Co-authored-by: Aloqas <102683375+Aloqas@users.noreply.github.com>
    9 people authored Aug 2, 2024
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Commits on Aug 3, 2024

  1. ci: Add workflow that compares the compiled output between the PR and…

    … master (#3626)
    
    Fixes #3063
    xTVaser authored Aug 3, 2024
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  3. rebuild

    dallmeyer committed Aug 3, 2024
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  4. game: ensure the default game-size is also valid when initializing …

    …the `pc-settings.gc` file (#3624)
    
    Also saves out the default `pc-settings.gc` file so it's less confusing
    _and_ so we can request it from users to actually see what it's doing.
    
    The fix in the last release was only to fix bad `game-size` values when
    _loading_ the file. But if you don't have a file, it picks a default.
    
    Right now it picks that default by:
    1. Your largest reported resolution
    2. If that fails, the one that is currently set
    
    In reality this scenario can never really happen (if you have a set
    resolution, it will be one of the reported ones). However what can
    happen is for SDL to be misinformed by bad display/monitor drivers/the
    OS and be given "supported" resolutions that aren't actually supported.
    For example some users have a 4K resolution as their highest, despite
    them using a 1080p monitor.
    
    The solution is to not blindly assume the largest resolution is valid,
    instead use the one the user already has set.
    
    I'm also now filtering out resolutions by refresh rate, as perhaps this
    also caused a problem. ie. the monitor supports a resolution if the
    refresh rate is lowered, but it's currently set high (at 144hz for
    example).
    xTVaser authored Aug 3, 2024
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  5. LL custom navmesh stuff (OpenGOAL-Mods#99)

    * Hack added for custom navmesh, plus example.
    
    * path comment correction
    
    * updated readme
    
    * can see triangle and vertex id now, store vertex-count in our navmesh
    
    * all actors stuff
    
    ---------
    
    Co-authored-by: Luminar Light <18116946+LuminarLight@users.noreply.github.com>
    dallmeyer and LuminarLight authored Aug 3, 2024
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  7. rebuild again

    dallmeyer committed Aug 3, 2024
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Commits on Aug 5, 2024

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  3. CI: Periodic Controller Database Update (#3629)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Aug 5, 2024
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Commits on Aug 9, 2024

  1. ci: compile with master's goalc, but with the PR's changes (#3631)

    Mistake lead to CI failures for PRs that modified goal_src (of course
    the files are different than master!)
    xTVaser authored Aug 9, 2024
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Commits on Aug 10, 2024

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Commits on Aug 11, 2024

  1. Jak 2: Finnish translations (#3533)

    Finnish translations for Jak 2. These include cutscenes and all game
    text.
    
    All subtitle timings for cutscenes as well as non-cutscenes have been
    edited for a better flow and to fit the 4x3 ratio.
    I've been working on these solo for the most part so any input from
    other finns would be appreciated.
    
    A few issues in the progress menu I mentioned in #3504 still persist
    
    I couldn't figure out how to add Finnish to the options menu, so I'm
    gonna need someone else to do that part. 💀
    But I was able to add them to the debug menu.
    
    I also increased subtitle heap so hopefully that doesn't break anything.
    
    Fixes #3620
    
    ---------
    
    Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
    Aloqas and xTVaser authored Aug 11, 2024
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Commits on Aug 16, 2024

  1. CI: Periodic Controller Database Update (#3635)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Aug 16, 2024
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  2. [build_actor] Add skeleton and animation support (#3638)

    This adds a feature to `build_actor` to support importing skeletons and
    animations from .glb files.
    
    Multiple animations are handled and will use the name in the GLB. The
    default `viewer` process will end up playing back the first animation.
    
    There are a few limitations:
    - You can only have around 100 bones. It is technically possibly to have
    slightly more, but certain animations may fail to compress when there
    are more than ~100 bones.
    - Currently, all animations have 60 keyframes per second. This is a
    higher quality than what is normally used. If animation size becomes
    problematic, we could make this customizable somehow.
    - There is no support for the `align` bone.
    
    ---------
    
    Co-authored-by: water111 <awaterford1111445@gmail.com>
    water111 and water111 authored Aug 16, 2024
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  3. Extract merc models into individual glb files (#3632)

    e.g. instead of just `beach-foreground.glb` and `beach-background.glb`,
    you'd now get:
    - `beach/babak-lod0.glb`
    - `beach/babak-lod1.glb`
    - `beach/babak-lod2.glb`
    - `beach/barrel-lod0.glb`
    - `beach/beach-background.glb`
    - `beach/beachcam-lod0.glb`
    - ... (42 other files)
    - `beach/windmill-one-lod2.glb`
    
    `common` models are also grouped into their own folder
    dallmeyer authored Aug 16, 2024
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Commits on Aug 19, 2024

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  2. vanilla merge

    dallmeyer committed Aug 19, 2024
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  3. ci: fix release workflow and fix macOS build issues (OpenGOAL-Mods#102)

    * ci: fix release workflow
    
    * macos: workaround miniaudio's macOS build issues
    
    * ci: skip tests
    xTVaser authored Aug 19, 2024
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Commits on Aug 20, 2024

  1. Update default-menu.gc

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Commits on Aug 22, 2024

  1. Add more autosplit points for Jak 2 Any% (#3639)

    Goes with open-goal/speedrunning#21
    
    Based on some of the autosplit points from the [comgold
    sheet](https://docs.google.com/spreadsheets/d/1ZtceX0ZxCLkufVFQuCgVxptvmVgp6deHwPYWxUPi258/edit?gid=0#gid=0),
    plus one after talking to samos to give a clean split for timing the
    deload.
    
    ```
       (tomb-poles-poles uint8) ;; left tomb/daxter boulder start
       (fortress-save-friends-introduction uint8) ;; talk to torn (before rescue friends)
       (sewer-escort-get-gun uint8) ;; get peacemaker
       (forest-protect-introduction uint8) ;; talk to onin (protect samos)
       (forest-protect-meeting uint8) ;; talk to samos (protect samos)
    ```
    dallmeyer authored Aug 22, 2024
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Commits on Aug 26, 2024

  1. Update cut-release.yaml

    dallmeyer authored Aug 26, 2024
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Commits on Aug 27, 2024

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  2. fix bad map usage

    dallmeyer committed Aug 27, 2024
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  4. binaries to be safe

    dallmeyer committed Aug 27, 2024
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Commits on Aug 28, 2024

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  2. fix main music and things

    dallmeyer committed Aug 28, 2024
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Commits on Aug 29, 2024

  1. modversion jak 2

    dallmeyer committed Aug 29, 2024
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  2. Add a has-landed to SR text (OpenGOAL-Mods#103)

    * Add a has-landed to SR text
    
    * Needs cleanup but pushing to test
    
    * cleanup
    
    * cleanup
    
    ---------
    
    Co-authored-by: dallmeyer <2515356+dallmeyer@users.noreply.github.com>
    Zedb0T and dallmeyer authored Aug 29, 2024
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  3. change has-landed logic

    dallmeyer committed Aug 29, 2024
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  4. Update .gitignore

    dallmeyer authored Aug 29, 2024
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Commits on Aug 30, 2024

  1. CI: Periodic Controller Database Update (#3647)

    Updating Controller Database
    
    Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
    OpenGOALBot and OpenGOALBot authored Aug 30, 2024
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Commits on Aug 31, 2024

  1. Update cut-release.yaml

    dallmeyer authored Aug 31, 2024
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Commits on Sep 1, 2024

  1. build(deps): bump hendrikmuhs/ccache-action from 1.2.13 to 1.2.14 (#3…

    …650)
    
    Bumps
    [hendrikmuhs/ccache-action](https://github.com/hendrikmuhs/ccache-action)
    from 1.2.13 to 1.2.14.
    <details>
    <summary>Release notes</summary>
    <p><em>Sourced from <a
    href="https://github.com/hendrikmuhs/ccache-action/releases">hendrikmuhs/ccache-action's
    releases</a>.</em></p>
    <blockquote>
    <h2>v1.2.14</h2>
    <h2>What's Changed</h2>
    <ul>
    <li>Add sccache to PATH after installation by <a
    href="https://github.com/kendalharland"><code>@​kendalharland</code></a>
    in <a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/204">hendrikmuhs/ccache-action#204</a></li>
    <li>Make ccache-action respect environment variables by <a
    href="https://github.com/TrentHouliston"><code>@​TrentHouliston</code></a>
    in <a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/217">hendrikmuhs/ccache-action#217</a></li>
    <li>updates</li>
    </ul>
    <h2>New Contributors</h2>
    <ul>
    <li><a
    href="https://github.com/kendalharland"><code>@​kendalharland</code></a>
    made their first contribution in <a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/204">hendrikmuhs/ccache-action#204</a></li>
    <li><a href="https://github.com/cclauss"><code>@​cclauss</code></a> made
    their first contribution in <a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/213">hendrikmuhs/ccache-action#213</a></li>
    <li><a
    href="https://github.com/TrentHouliston"><code>@​TrentHouliston</code></a>
    made their first contribution in <a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/217">hendrikmuhs/ccache-action#217</a></li>
    </ul>
    <p><strong>Full Changelog</strong>: <a
    href="https://github.com/hendrikmuhs/ccache-action/compare/v1...v1.2.14">https://github.com/hendrikmuhs/ccache-action/compare/v1...v1.2.14</a></p>
    </blockquote>
    </details>
    <details>
    <summary>Commits</summary>
    <ul>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/ed74d11c0b343532753ecead8a951bb09bb34bc9"><code>ed74d11</code></a>
    Bump <code>@​types/node</code> from 22.0.0 to 22.1.0 (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/222">#222</a>)</li>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/a92dd99d2cf20a1db8898b00bb383b234fb1cf15"><code>a92dd99</code></a>
    Bump <code>@​types/node</code> from 20.14.11 to 22.0.0 (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/220">#220</a>)</li>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/aa7d29411285c29f578109e54b7a8d8155c2fbb3"><code>aa7d294</code></a>
    Bump typescript from 5.5.3 to 5.5.4 (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/218">#218</a>)</li>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/6f0874030891bf49d844fff92b862568f093dabe"><code>6f08740</code></a>
    Make ccache-action respect environment variables (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/217">#217</a>)</li>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/ed979992cda44142d976add1d5a7d6f39f7e8b67"><code>ed97999</code></a>
    Bump <code>@​types/node</code> from 20.14.10 to 20.14.11 (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/216">#216</a>)</li>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/ca1e5062f3378412bbfeb780d1ebe3c2a4913081"><code>ca1e506</code></a>
    Bump actions/checkout from 2 to 4 (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/214">#214</a>)</li>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/069136ab7ab2267ea6624fde73f80d7d472d323e"><code>069136a</code></a>
    Bump <code>@​types/node</code> from 20.14.9 to 20.14.10 (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/212">#212</a>)</li>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/3cf745af56c860cc76c89ffd830efec6aef03b56"><code>3cf745a</code></a>
    Bump typescript from 5.5.2 to 5.5.3 (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/211">#211</a>)</li>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/9a0cc152966f2c3f3df86a6e0364da1608924006"><code>9a0cc15</code></a>
    Keep GitHub Actions up to date with GitHub's Dependabot (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/213">#213</a>)</li>
    <li><a
    href="https://github.com/hendrikmuhs/ccache-action/commit/b7c0e162a73e852cdd80bd368aa77e7801fce009"><code>b7c0e16</code></a>
    Bump <code>@​types/node</code> from 20.14.8 to 20.14.9 (<a
    href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/210">#210</a>)</li>
    <li>Additional commits viewable in <a
    href="https://github.com/hendrikmuhs/ccache-action/compare/v1.2.13...v1.2.14">compare
    view</a></li>
    </ul>
    </details>
    <br />
    
    
    [![Dependabot compatibility
    score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=hendrikmuhs/ccache-action&package-manager=github_actions&previous-version=1.2.13&new-version=1.2.14)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)
    
    Dependabot will resolve any conflicts with this PR as long as you don't
    alter it yourself. You can also trigger a rebase manually by commenting
    `@dependabot rebase`.
    
    [//]: # (dependabot-automerge-start)
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    Signed-off-by: dependabot[bot] <support@github.com>
    Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
    dependabot[bot] authored Sep 1, 2024
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  2. Create abutton-idx enum, replace magic numbers across codebase (#3646)

    Found out the hard way that the `abutton` array for pressure sensitivity
    uses a different order than the `pad-buttons` enum, so I created a new
    enum for abutton indexing.
    
    I replaced any magic numbers across the codebase where it made sense,
    e.g.
    `(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
    abutton 6)`
    becomes
    `(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
    abutton (abutton-idx x))`
    dallmeyer authored Sep 1, 2024
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  9. regen binaries

    dallmeyer committed Sep 1, 2024
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  12. fix

    dallmeyer committed Sep 1, 2024
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