Commit Graph

2655 Commits

Author SHA1 Message Date
water111
452f1329dd
[jak3] fix envmap texture and strength (#3704)
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Fix the envmap texture using the eye texture by default (will require a
re-extract to fix), fix envmap strength in all three games being off by
2x. (oops)

With envmap scale fix:

![image](https://github.com/user-attachments/assets/3b0ef8b7-cbdc-4402-8a12-af368538c16e)

without envmap scale fix (but with texture fix):

![image](https://github.com/user-attachments/assets/fd72d75b-f0bb-455c-a7c9-56916fbd4a67)

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 12:53:57 -04:00
water111
b8c77c65f5
[jak3] Fix flashing with maker projectiles (#3702)
Fix https://github.com/open-goal/jak-project/issues/3701, and possibly
other issues where projectiles were invisible/messed up. The use of
`align16` with the -16 was subtracting 16 in cases when the pointer was
already aligned, causing a bad value to be loaded for the quaternion.

I also renamed some variables and did some manual cleanup on a method in
process-drawable, since this one comes up a lot during debugging.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-10-05 11:40:03 -04:00
Tyler Wilding
eb544bcfc0
extractor: add error code messages around 3990 (#3699)
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Also added a new error code to make invalid folder paths hopefully more
clear/obvious.
2024-10-05 01:45:29 -04:00
Tyler Wilding
cb4f7772bb
github: switch to using issue types were applicable in issue forms (#3696)
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2024-10-03 18:23:12 -04:00
Matt Dallmeyer
03cae68c7d
[jak1] Patch "NG+ glitch" (#3690)
Fixes #3644 which I believe is the same underlying issue as "NG+ glitch"

To reproduce the issue in #3644 you can:
- choose Hub 2 100% in the speedrun fast reset menu
- hit the blue sage warp gate switch
- go deep enough into any adjacent level (e.g. basin) where `village2`
display is turned off
- reset speedrun in the fast reset menu
- tasks are reset but the switch will be pressed, giving the cutscene
early

You can also grab orbs/scout flies in `village2`, and they won't be
reset properly because of this same bug.

It happens because of the way entity perm status is managed across both
`level` vs `game-info` objects.
- when `village2` is deactivated (still loaded but display hidden), its
entity perms are copied to `game-info`'s `perm-list`
- this is how we persist `warp-gate-switch-7` being pressed if village2
is ever unloaded
- during the speedrun reset `reset-actors` is called:
- any active levels (loaded+displayed) have their entity perm statuses
reset
- because `village2` is not displayed yet, its entity perm statuses are
not touched
  - `game-info` is re-initialized, clearing out its `perm-list`
  - continue is set to `firecanyon-end`
    - this unloads `rolling` or whatever to make room for `firecanyon`
    - `village2` is already loaded, and just gets displayed
- at this point the game does copy entity perm status from `game-info`
back to the `village2` level
- but we reset the game, so it has no data about the warp-gate-switch,
leaving it pressed!
2024-10-01 22:17:32 -04:00
dependabot[bot]
6b7dd7ae22
build(deps): bump peter-evans/create-pull-request from 6 to 7 (#3694)
Bumps
[peter-evans/create-pull-request](https://github.com/peter-evans/create-pull-request)
from 6 to 7.
<details>
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<ul>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.36 to
18.19.39 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3000">peter-evans/create-pull-request#3000</a></li>
<li>build(deps-dev): bump ts-jest from 29.1.5 to 29.2.0 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
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href="https://redirect.github.com/peter-evans/create-pull-request/pull/3018">peter-evans/create-pull-request#3018</a></li>
<li>build(deps-dev): bump ts-jest from 29.2.0 to 29.2.2 by <a
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href="https://redirect.github.com/peter-evans/create-pull-request/pull/3019">peter-evans/create-pull-request#3019</a></li>
<li>build(deps-dev): bump eslint-plugin-prettier from 5.1.3 to 5.2.1 by
<a href="https://github.com/dependabot"><code>@​dependabot</code></a> in
<a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3035">peter-evans/create-pull-request#3035</a></li>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.39 to
18.19.41 by <a
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href="https://redirect.github.com/peter-evans/create-pull-request/pull/3037">peter-evans/create-pull-request#3037</a></li>
<li>build(deps): bump undici from 6.19.2 to 6.19.4 by <a
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href="https://redirect.github.com/peter-evans/create-pull-request/pull/3036">peter-evans/create-pull-request#3036</a></li>
<li>build(deps-dev): bump ts-jest from 29.2.2 to 29.2.3 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3038">peter-evans/create-pull-request#3038</a></li>
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18.19.42 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3070">peter-evans/create-pull-request#3070</a></li>
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<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.42 to
18.19.43 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3087">peter-evans/create-pull-request#3087</a></li>
<li>build(deps-dev): bump ts-jest from 29.2.3 to 29.2.4 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
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<li>build(deps): bump undici from 6.19.5 to 6.19.7 by <a
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<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.43 to
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<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.44 to
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href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
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<li>build(deps-dev): bump eslint-import-resolver-typescript from 3.6.1
to 3.6.3 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3255">peter-evans/create-pull-request#3255</a></li>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.45 to
18.19.46 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3254">peter-evans/create-pull-request#3254</a></li>
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<p><strong>Full Changelog</strong>: <a
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<h2>Create Pull Request v6.1.0</h2>
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<li><a
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build(deps-dev): bump eslint from 8.57.0 to 8.57.1 (<a
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<li><a
href="d39d596a77"><code>d39d596</code></a>
build(deps-dev): bump <code>@​types/jest</code> from 29.5.12 to 29.5.13
(<a
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<li><a
href="f6f978fd3d"><code>f6f978f</code></a>
docs: correct suggestion for bot setup (<a
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<li><a
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<li><a
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2024-10-01 22:17:24 -04:00
Tyler Wilding
07c224b966
New Crowdin updates (#3693) 2024-09-30 21:19:25 -04:00
Tyler Wilding
66c455225d
g/j2: Fix subtitle setting persisting and add a toggle for the hint subtitles (#3689)
Fixes #3663
2024-09-30 20:19:23 -04:00
Tyler Wilding
5b8bb8fe23
game: dont filter resolutions in windowed mode (#3688)
I'll test this more thoroughly tomorrow, quick change to allow picking
resolutions that would normally be filtered out, while in windowed mode.
2024-09-30 20:18:01 -04:00
Hat Kid
614c5a663c
custom levels: support vanilla skies and texture remapping tables (#3691)
This adds some new JSON entries to custom levels so they can support
vanilla sky textures and the texture remapping tables, allowing for
proper textures on objects that use `generic`, like dark eco pools or
dying enemies.

The comments explain it in more detail, but the gist is:

For skies:
- `sky` needs to be a vanilla level that has sky textures.
- The alpha tpage (fourth entry in `tpages`) needs to be that vanilla
level's alpha tpage (if `tex_remap` is the same level as `sky`, this
will be handled automatically).
- The tpage needs to be added to the custom level `.gd` and to
`textures` in the JSON.
- In `level-info.gc`, `sky` needs to be `#t`, your level's mood needs to
call `update-mood-sky-texture` (the default mood, `update-mood-default`,
handles this as an example) and `sun-fade` needs to be nonzero for the
sun to show up.

For `generic` textures:
- `tex_remap` needs to be the name of a vanilla level.
- When using a vanilla level's remap table, you need to adhere to the
order of the files in that level's `.gd` in your own level.
  - Code files are first.
- Then the tpages (in the order `tfrag`, `pris`, `shrub`, `alpha`,
`water`).
  - Then the art groups.
  - Lastly, the level file.
- The tpages need to be added to the `textures` in the JSON.
2024-09-30 17:18:28 +02:00
OpenGOAL Bot
fedfb6fd09
CI: Periodic Controller Database Update (#3687)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-09-26 21:43:12 -04:00
Hat Kid
7de5eb9fc0
jak3: misc fixes (#3686)
- Fix global heap display in cheat mode
- Fix `tpl-watcher` NaNs after they fire their laser (`vf0` was being
clobbered) (Fixes #3684)
- Fix `artifact-race` talkers (Fixes #3685)
2024-09-23 18:41:34 +02:00
water111
f60a155c0f
[jak3] Fix crash with volcano platforms (#3676)
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Ended up being a simple fix to a stack type in rigid-body.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-09-22 13:09:41 -04:00
water111
4e33746634
[jak3] Fix bomb bot bombs disappearing (#3674)
This is basically applying the same fix as `vector<-cspace!`, which
we've been doing since jak 1.

They often make bugs where they use bones before they are properly
initialized. On PS2, it's relatively harmless - it results in stuff
going to the origin for 1 frame (where it collides with nothing, since
the collide cache was filled somewhere else), then going back to normal.

On PC, using these uninitialized bones results in NaNs. This is because
`0 * (1 / w)` where `w = 0` done in the `update-transforms` is `NaN` on
PC, but 0 on PS2. These NaNs propagate to the velocity, and you get
stuck with everything being NaN.


![image](https://github.com/user-attachments/assets/f575fed5-4543-4f72-b7d1-c5c8be8036f8)

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-09-22 12:41:38 -04:00
Ima_Door
58467c50fc
ubuntu Dockerfile fix a missing dependency (#3667)
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adds libssl-dev to apt-get

i atleast had to add this for the docker image to work
2024-09-21 21:47:50 -04:00
Aloqas
b6f25bf6d6
[jak2] english subtitle fixes (#3665) 2024-09-21 21:11:27 -04:00
OpenGOAL Bot
8d9966fd2c
CI: Periodic Controller Database Update (#3666)
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Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-09-21 14:54:08 -04:00
water111
fe29eae395
Background improvements for custom levels (#3672)
This only applies to the background for now:

- support for alpha for vertex colors in custom levels
- switch time of day palette generation from octree to k-d tree
- support for alpha masking in custom levels
- support for transparent textures
- support for envmap in custom levels

---------

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-09-21 11:39:50 -04:00
Tyler Wilding
431508aab1
cmake: handle the scenario of a commit having more than 1 tag (#3662) 2024-09-09 23:49:03 -04:00
OpenGOAL Bot
69d879f901
CI: Periodic Controller Database Update (#3661)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-09-09 23:26:54 -04:00
Matt Dallmeyer
d82bb3fde8
Fix github release-pipeline so version tag is available for cmake (#3651)
Followup to
https://discord.com/channels/756287461377703987/1280601431975661599
where the v0.2.16 release is showing git SHA in the speedrun
verification text, instead of the version tag
2024-09-09 23:26:46 -04:00
water111
a39af394fb
[jak2] Workaround for sound effects getting dropped (#3660)
Similar to the workaround added in jak 3, if too many sounds are
playing, a sound will be removed. If there are multiple instances of the
same sound being played, those will be removed first. Within that, older
sounds are removed first.

It's not exactly the same as the instance limits of 989snd, but it seems
to work well. It's at least better than what we had before.

Co-authored-by: water111 <awaterford1111445@gmail.com>
2024-09-08 14:47:12 -04:00
Hat Kid
7053090541
jak3: decomp bigmap, blit-displays, fix progress crash (#3657)
`bigmap` and `blit-displays` mostly work. `blit-displays` is still
missing all of the special effects that were added in Jak 3 (brightness
and contrast settings, screen blur effect, etc.).

`bigmap` is missing the player marker texture (`hud-target-marker`) for
some reason, it's part of `tpage-17` which is coming from
`progress-minimap` and should already be included. The icons also
currently stretch when using aspect ratios other than 4:3.

The progress menu now also works for the most part. The draw order is a
bit messed up because some code was initially drawing things with the
ocean bucket, which was changed to use `hud-draw-hud-alpha` instead for
now. The texture for the volume and brightness/contrast sliders still
looks wrong.

Fixes #3653
Fixes #3656
2024-09-07 14:18:30 +02:00
Hat Kid
bc66d416b4
decompiler: call-parent-state-handler and suspend-for macros (#3625)
Also fix `hud-draw-pris2` bucket in Jak 3 to make subtitles work and
foreground HUD envmap.
2024-09-04 19:35:54 +02:00
Will
d46e9fb8bb
Use custom normals in model replacement (#3649)
A small change that makes the models look a lot better. 
Will likely cause a crash if imported model has no normal data, but
that's on the user to fix on their model.
2024-09-02 19:27:28 -04:00
Dillon Pentz
ebd02b28a4
jak3: fix vagdir bit-field for msvc + clang on windows (#3643) 2024-09-01 09:30:03 -04:00
Matt Dallmeyer
4fd0a57046
Create abutton-idx enum, replace magic numbers across codebase (#3646)
Found out the hard way that the `abutton` array for pressure sensitivity
uses a different order than the `pad-buttons` enum, so I created a new
enum for abutton indexing.

I replaced any magic numbers across the codebase where it made sense,
e.g.
`(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
abutton 6)`
becomes
`(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
abutton (abutton-idx x))`
2024-09-01 09:29:23 -04:00
dependabot[bot]
7b7885e7a8
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="ed74d11c0b"><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="a92dd99d2c"><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="aa7d294112"><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="6f08740308"><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="ed979992cd"><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="ca1e5062f3"><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="069136ab7a"><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="3cf745af56"><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="9a0cc15296"><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="b7c0e162a7"><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 />


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2024-09-01 09:26:37 -04:00
OpenGOAL Bot
8c71827974
CI: Periodic Controller Database Update (#3647)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-08-30 15:28:52 -04:00
Tyler Wilding
6c63a396c0
ci: simplify release workflow (#3642) 2024-08-21 22:57:40 -04:00
Matt Dallmeyer
8a6348594a
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)
```
2024-08-21 22:57:11 -04:00
Tyler Wilding
4c10b42841
game: add per-game app icons (#3634) 2024-08-16 16:01:03 -04:00
Matt Dallmeyer
9426683ae5
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
2024-08-16 16:00:12 -04:00
water111
f2e7606f1b
[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>
2024-08-16 11:25:53 -04:00
OpenGOAL Bot
b0cd59e6ba
CI: Periodic Controller Database Update (#3635)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-08-16 01:26:45 -04:00
Aloqas
9d2a23effe
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>
2024-08-11 13:01:06 -04:00
Tyler Wilding
1ba3fa7cda
g/j2: fix hud positioning when in mirror mode (#3630)
Fixes #3627


![image](https://github.com/user-attachments/assets/32bf500f-0679-47b4-b64f-f3de7a4f3fdf)
2024-08-09 23:24:13 -04:00
Tyler Wilding
a7d1336899
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!)
2024-08-09 00:18:14 -04:00
OpenGOAL Bot
879f8cb5a2
CI: Periodic Controller Database Update (#3629)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-08-05 14:01:05 -04:00
Tyler Wilding
8b7e0bde53
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).
2024-08-03 14:57:07 -04:00
Tyler Wilding
a13b0dce45
ci: Add workflow that compares the compiled output between the PR and master (#3626)
Fixes #3063
2024-08-03 02:42:34 -04:00
Aloqas
2e9b099d58
[jak1] update finnish translations (#3619)
A long overdue Finnish translation update with better subtitle timings
and wording.
2024-08-01 17:21:40 -04:00
Tyler Wilding
276169f525
New Crowdin updates (#3621) 2024-07-31 16:32:22 -04:00
Tyler Wilding
af6de539b5
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.
2024-07-31 00:01:18 -04:00
Tyler Wilding
c72a086e49
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
2024-07-30 23:30:53 -04:00
Hat Kid
a66d832b2f
jak3: add more prim buckets (#3618)
Used by `prebot`
2024-07-30 19:50:00 +02:00
Tyler Wilding
d29ab77892
g/j1: fix menu labelling issue in jak1 (#3613)
Fixes #3393
2024-07-29 21:57:26 -04:00
Tyler Wilding
e975eab15a
decompiler: Apply docstring indentation fix to all game versions (#3614)
Previously was only applying to game versions above Jak 2, Fixes #3342
2024-07-29 21:57:07 -04:00
OpenGOAL Bot
441952186c
CI: Periodic Controller Database Update (#3615)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2024-07-29 19:14:02 -04:00
Tyler Wilding
d819d6da05
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.
2024-07-27 22:29:14 -04:00