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* 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>
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