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nrepl: add command to send current form to jacked in REPL #358
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xTVaser
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Jun 3, 2024
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)
Zedb0T
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to OpenGOAL-Mods/OG-Mod-Base
that referenced
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Jun 19, 2024
* 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>
dallmeyer
added a commit
to dallmeyer/OG-OrbHunt
that referenced
this pull request
Aug 11, 2024
* 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 - https://github.com/open-goal/opengoal-vscode/pull/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 * Vanilla update 6/18 (#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 - https://github.com/open-goal/opengoal-vscode/pull/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> * CI: Periodic Controller Database Update (#3557) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * Cleanup and sync (#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 * backport jak 3 logic for orbs in crates to jak 2 (#91) * 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. * CI: Periodic Controller Database Update (#3564) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * Update game.gd (#93) * fix dgo * get jak3 working again * comment out precd * cleanup tings * 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) * dont do permissive redefinition crap * Fix audio on reboot * 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 * comment out precd * update binaries * Add joint helpers (#94) * Add process-drawable-by-ename (#95) * 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 https://github.com/open-goal/jak-project/pull/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 7/22 (#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 https://github.com/open-goal/jak-project/pull/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> * 7/23 update (#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 https://github.com/open-goal/jak-project/pull/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> * 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 https://github.com/open-goal/jak-project/issues/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 https://github.com/open-goal/jak-project/issues/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) * Update speedruns.gc * [jak1] update finnish translations (#3619) A long overdue Finnish translation update with better subtitle timings and wording. * Vanilla 8/2 (#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 https://github.com/open-goal/jak-project/pull/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 https://github.com/open-goal/jak-project/issues/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 https://github.com/open-goal/jak-project/issues/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> * ci: Add workflow that compares the compiled output between the PR and master (#3626) Fixes #3063 * rebuild * 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). * LL custom navmesh stuff (#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> * rebuild again * manually run formatter * formatter * CI: Periodic Controller Database Update (#3629) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * 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!) * g/j2: fix hud positioning when in mirror mode (#3630) Fixes #3627 ![image](https://github.com/user-attachments/assets/32bf500f-0679-47b4-b64f-f3de7a4f3fdf) * debug autosave on checkpoint. fix hiphog outro stuff --------- 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: 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> Co-authored-by: ZedB0T <89345505+Zedb0T@users.noreply.github.com> Co-authored-by: Brent Hickey <brent.hickey@icloud.com> Co-authored-by: water111 <48171810+water111@users.noreply.github.com> Co-authored-by: zakfaulk <zakfaulk@gmail.com> Co-authored-by: Luminar Light <18116946+LuminarLight@users.noreply.github.com>
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* 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 * CI: Periodic Controller Database Update (#3557) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * 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. * CI: Periodic Controller Database Update (#3564) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * 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. * ci: Add workflow that compares the compiled output between the PR and master (#3626) Fixes #3063 * 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). * CI: Periodic Controller Database Update (#3629) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * 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!) * g/j2: fix hud positioning when in mirror mode (#3630) Fixes #3627 ![image](https://github.com/user-attachments/assets/32bf500f-0679-47b4-b64f-f3de7a4f3fdf) * tmp * tmp * j3 fixes * fix hover check in jak 3 --------- 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: 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> Co-authored-by: ZedB0T <89345505+Zedb0T@users.noreply.github.com> Co-authored-by: Brent Hickey <brent.hickey@icloud.com> Co-authored-by: water111 <48171810+water111@users.noreply.github.com> Co-authored-by: zakfaulk <zakfaulk@gmail.com>
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Sep 2, 2024
* 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 - https://github.com/open-goal/opengoal-vscode/pull/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 * Vanilla update 6/18 (#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 - https://github.com/open-goal/opengoal-vscode/pull/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> * CI: Periodic Controller Database Update (#3557) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * Cleanup and sync (#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 * backport jak 3 logic for orbs in crates to jak 2 (#91) * 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. * CI: Periodic Controller Database Update (#3564) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * Update game.gd (#93) * fix dgo * get jak3 working again * cleanup tings * 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) * dont do permissive redefinition crap * Fix audio on reboot * 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 * update binaries * Add joint helpers (#94) * Add process-drawable-by-ename (#95) * 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 https://github.com/open-goal/jak-project/pull/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 7/22 (#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 https://github.com/open-goal/jak-project/pull/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> * 7/23 update (#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 https://github.com/open-goal/jak-project/pull/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> * 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 https://github.com/open-goal/jak-project/issues/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 https://github.com/open-goal/jak-project/issues/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) * Update speedruns.gc * [jak1] update finnish translations (#3619) A long overdue Finnish translation update with better subtitle timings and wording. * Vanilla 8/2 (#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 https://github.com/open-goal/jak-project/pull/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 https://github.com/open-goal/jak-project/issues/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 https://github.com/open-goal/jak-project/issues/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> * ci: Add workflow that compares the compiled output between the PR and master (#3626) Fixes #3063 * rebuild * 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). * LL custom navmesh stuff (#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> * rebuild again * Default custom-hacky? to #f for non-custom nav-meshes. (#100) * clean up custom-hacky check * CI: Periodic Controller Database Update (#3629) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * 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!) * g/j2: fix hud positioning when in mirror mode (#3630) Fixes #3627 ![image](https://github.com/user-attachments/assets/32bf500f-0679-47b4-b64f-f3de7a4f3fdf) * 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> * CI: Periodic Controller Database Update (#3635) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * [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> * 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 * game: add per-game app icons (#3634) * vanilla merge * ci: fix release workflow and fix macOS build issues (#102) * ci: fix release workflow * macos: workaround miniaudio's macOS build issues * ci: skip tests * Delete .github/workflows/draft-new-release.yaml * build-matrix.yaml only on mod-base * Update default-menu.gc * Add more autosplit points for Jak 2 Any% (#3639) Goes with https://github.com/open-goal/speedrunning/pull/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) ``` * ci: simplify release workflow (#3642) * Update cut-release.yaml * fix stop-sound-file (and split out stop-all-sounds) (#104) * fix bad map usage * binaries to be safe * play audio file relative to custom_assets/<game>/audio/ * fix main music and things * modversion jak 2 * Add a has-landed to SR text (#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> * change has-landed logic * Update .gitignore * CI: Periodic Controller Database Update (#3647) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * Update cut-release.yaml * build(deps): bump hendrikmuhs/ccache-action from 1.2.13 to 1.2.14 (#3650) 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 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Allows you to send the form (the first enclosing brackets) around the current cursor position to the nREPL. This allows for fast re-defining and iteration of a given section of code and is a common feature for this type of thing.
Will likely require some iteration as well as some changes on the
goalc
side. It would probably also be useful to have a few variants of commands, like one to always go all the way up to the top level (ie. redefining the function you are working on without having to change cursor positions) as well as the ability to eval things that aren't wrapped by parens, like global symbol names.This does not have bidirectional communication yet, things only get sent to the REPL, the evaluated result is not returned to the editor.