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200 Commits
Author SHA1 Message Date
Soggy_PancakeandTyler Wilding 7320bfc068 g/jak1: Extract ambient data to json (#3945)
I added extraction of ambients to json files when extracting the levels.
All of the ambient json files are written to the same folder as actors
are. Ambients aren't used in jak2 and 3 so it only is used on jak1.


![image](https://github.com/user-attachments/assets/26e5d655-6a31-49eb-8514-3374b41f72dd)

---------

Co-authored-by: Tyler Wilding <[email protected]>
2025-07-02 23:19:21 -04:00
Tyler Wilding 012ff7bb16 deps: update to SDL 3.2.16 (#3975) 2025-07-02 23:07:05 -04:00
Tyler Wilding 2d64108af5 display: be more generous when filtering resolutions by refresh rate (#3974)
Some monitors are very specific about their reported refresh rates:
```
[54:37] [debug] [DISPLAY]: Skipping 640x480 as it requires 360.11hz but the monitor is currently set to 360hz
```

The current code truncated the display mode, but would compare against
the reported refresh rate. As per the log, they are obviously not equal.
- Retain the float component and only round it off when sending the
value to GOAL
- Make the comparison more generous, +/- 1.0hz
2025-07-02 22:57:57 -04:00
Tyler Wilding a0a4ec7df5 game: fix level select for untranslated languages and fix infinite recursion edge-case in lookup-text! (#3969)
The main bug this fixes is not being able to use level select when your
language isn't translated. Why? Because they use the result from
`lookup-text!` to determine if a menu item should be drawn or not. No
text found, no menu item.

However this uncovered a long-standing bug in my fallback extension to
this code. If you call this function with a text-id that doesnt even
have an english string, it will recursively keep calling itself until it
crashes. Of course the first few tasks in the game are dummies and have
no valid text-id so this had to be fixed.

Should be fixed for all 3 games.
2025-07-02 22:44:02 -04:00
tripp ac7ccd960d optional linting: only fetch master branch (#3972) 2025-07-02 22:21:17 -04:00
OpenGOAL BotandOpenGOALBot ce23af2cb2 CI: Periodic Controller Database Update (#3973)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-07-02 22:20:55 -04:00
cla.grisenti 560f769c03 Assert - added missing macros (#3968)
Compilation with the NO_ASSERT flag set results in errors.
This happens because some the macros are not defined in the else branch
of #ifndef NO_ASSERT.
2025-06-29 16:39:05 -04:00
OpenGOAL BotandOpenGOALBot 72c3bd3d30 CI: Periodic Controller Database Update (#3953)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-06-28 21:24:42 -04:00
MuchWhittering 1748086136 Updating UK English spelling - Cutscene (#3962)
Fixing some of the warrior's spelling for British English.
2025-06-28 21:24:36 -04:00
Aloqas 2002cd0188 Some jak 3 transcription fixes (#3893) 2025-06-28 21:23:32 -04:00
ZedB0TandHat Kid 8fbd85b0fc Fail building custom level if long_name is too long (#3966)
If long_name is too long, it will result in the level being invisible
but the collide loading, lets detect this and point the user in correct
direction to solve it with a clear error message.

---------

Co-authored-by: Hat Kid <[email protected]>
2025-06-22 20:07:43 -04:00
massimilianodelliubaldini d352856927 [jak2] Fix Fortress Crash by Patching Mips2C Function (#3963)
Fixes #3151 by applying the same fix as #2686 to another Mips2C
function.

Tested by mashing Jak's body into the bad collision walls for 30 minutes
without a single crash.
2025-06-20 05:33:15 +02:00
Matt Dallmeyer 5ad176507b [jak3] Subtitle typo (#3961) 2025-06-19 17:47:52 +02:00
Matt Dallmeyer 0ab252d39d [jak1] Fix speedrun mode bug where loading a save is counted as new run (#3960)
Fixes a small bug introduced in #3902. 

Without this change, whenever you load a save it is treated as if you
started a new game and resets the autosplitter back to 0s.
2025-06-19 17:47:42 +02:00
water111andwater111 f5453b96e4 [gfx] Fix eye-related crash, clear color logic (#3957)
When building the eye texture, the background is first set to the top
corner of the iris texture.

A long, long time ago, I implemented this by peeking at the data in the
texture itself. This doesn't work if the iris texture is animated since
the texture will only on the GPU.

To fix this, this PR changes the eye renderer to draw a square over the
entire eye texture using iris texture's top corner, avoiding the need
for getting the texture data on the CPU. I don't remember why I didn't
do this in the first place, but this seems better in every way.

Also `input_data` in TexturePool not being initialized, which was
leading to hard-to-debug crashes when it was randomly initialized to a
sometimes invalid but non-null pointer.

Co-authored-by: water111 <[email protected]>
2025-06-12 00:51:03 -04:00
Matt Dallmeyer 56d495bc9f [jak2/3] Support yakows in custom levels (#3951)
I discovered that `yakow`s are kinda broken if you try to use them in
custom levels in jak 2/3.

It's due to the missing `yakow-lod0` texture and associated fix,
replacing it with `yak-medfur-end`. This solution works fine for the
decompiler on vanilla levels.

But for building custom levels, the requested art-groups were being
handled before the textures were, and so it was impossible to have
`yak-medfur-end` on hand to do the replacement. You'd hit an exception
here because `idx_in_level_texture` would still be `INT32_MAX`:

https://github.com/open-goal/jak-project/blob/c08118509b84feba002bd9e208f49162b4218556/decompiler/level_extractor/extract_merc.cpp#L806

My fix was just to swap the order when building custom levels, and
handle the textures first. I only made the changes for jak2/3, because I
see @Hat-Kid has a slightly different implementation for jak1.

There's one other small change relating to the `combo_id` /
`pc_combo_tex_id` short-circtuiting - I think `pc_combo_tex_id` is
always 0 for vanilla textures? So initially `yakow-lod0` actually ended
up matching the `combo_id` of the checkerboard texture from the
test-zone GLB. I just added another sanity check here that the texture
names match too.

(I also added yakows in the test-zone.jsonc files 🐄)
2025-06-09 01:35:25 +02:00
water111andwater111 6c0107f166 remove some spammy overlord prints (#3952)
removing some print statements left over from debugging.

Co-authored-by: water111 <[email protected]>
2025-06-08 11:54:45 -04:00
water111andwater111 c08118509b [jak3] Add BRANCH grain, make handler IDs unique (#3950)
Two changes that fix some Jak 3 audio bugs.

In some areas, sound effects would seem to cut off randomly. This was
caused by the sound code reusing IDs, but overlord didn't realize. It
would try to kill a sound effect by ID that had already died, and the ID
was reassigned to a new sound. To fix this, I made the handle IDs always
increment. I also tested starting the ID at large numbers and confirmed
that worked.

I also added support for the BRANCH grain. This makes the
`wastelander-shot` and possibly other sound effects work. It doesn't
support all the features, but this is probably enough.

Fun fact: the wastelander shot is supposed to have 7 variations, but you
always get the same one because they set the sound mask wrong.

I added a line you can uncomment if you want to experience the other 6
variations.

---------

Co-authored-by: water111 <[email protected]>
2025-06-07 22:34:03 -04:00
Matt Dallmeyer b7a2cdf3b6 Fix Jak II ISO hashes (#3946)
Fixes the other Jak II hashes after the fix in
https://github.com/open-goal/jak-project/pull/3937
2025-06-05 00:12:10 +02:00
Tyler Wilding cdbc241259 New Crowdin updates (#3942) 2025-06-04 00:31:08 -04:00
Tyler Wilding 77586b7fa9 game: default MSAA to off (#3943)
There's a suspicion that MSAA might be what causes the black screen
problem for some users, additionally this can cause perf issues for
people with really bad PCs so this is probably a better default.

Needs testing before merging, i think this is all inclusive though.
2025-06-03 23:58:05 -04:00
OpenGOAL BotandOpenGOALBot 0dfa6be94c CI: Periodic Controller Database Update (#3939)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-06-02 23:09:50 -04:00
water111 fce2dad3c0 [jak3] Fix disabling nav (#3941)
This needs a parameter, otherwise it was reading some uninitialized
value. In some cases, the uninitialized value would leave the nav stuff
on, and the marauders would go crazy trying to avoid each other.
2025-06-02 21:51:22 -04:00
water111andwater111 c87469cf97 [extractor] Fix ISO extraction bug. (#3937)
Fix bug where files starting past 2^32 bytes were not extracted
correctly.

---------

Co-authored-by: water111 <[email protected]>
2025-06-01 21:15:48 -04:00
water111andwater111 653604080f default button pressure to 0 (#3938)
This should solve the issue where buttons are held down until you push
them the same time. This would cause the cars in jak 3 to not move until
you pushed square/circle and "released" the brake.

Co-authored-by: water111 <[email protected]>
2025-06-01 21:15:09 -04:00
water111andwater111 882c45f077 [jak3] Fix crash with shadow in precursor ship (#3934)
When the `dp-bipedal`s get blown up by the nuke gun, their bones go to
NaNs on the last frame. The shadow renderer doesn't handle this well and
draws all possible triangles as single tris. This overflows the vif
`unpack` field and triggered an assert when sizes inside the shadow
renderer weren't consistent.

My guess is that this works on the real game either because:
- their shadow renderer draws garbage data, but you can't tell because
the screen is white from the nuke
- no NaN on PS2 means that the shadow renderer behaved differently, not
using all single tris.

As a workaround, if the bones are NaN, the shadow renderer treats them
as 0, meaning there is no shadow drawn.

---------

Co-authored-by: water111 <[email protected]>
2025-06-01 18:58:02 -04:00
SuperSamusandTyler Wilding 5522c3d500 [high fps] fix blinking in all games (#3759)
Fixes both interval and animation speed. (jak1 previously only had a fix
for the former.)
This should close #3518, and one of the issues of #1499.

The solution is not the cleanest. The results are going to be wrong in
case the FPS doesn't reach the maximum set.
A better solution would be to make `random-time` a float, so that it can
be subtracted by `time-adjust-ratio`, but I don't know if changing a
type for this purpose is allowed here. Tell me if I should do that
instead.

Tested only on jak2.

Co-authored-by: Tyler Wilding <[email protected]>
2025-06-01 18:50:33 -04:00
Tyler Wilding 23262ce269 g/j2: add hack workaround to prevent atoll-sig mission getting stuck due to NaN bones (#3935)
Related to #3929 

Played through the mission, worked fine. This condition should _never_
be hit under normal circumstances
2025-06-01 18:50:11 -04:00
water111andwater111 228dfd82d1 [jak3] Small bug fixes (#3933)
Fixes the pillars being transparent (but is a bit of a hack), the desert
sand not having texture filtering, and the "No memory card" on the title
screen with debug mode off.

---------

Co-authored-by: water111 <[email protected]>
2025-06-01 13:24:28 -04:00
Tyler Wilding b6649d2433 Properly set window size when switching from borderless/fullscreen -> windowed mode (#3923)
Prior to SDL3, borderless windows were kinda a hack, they cleaned all of
that up. The side-effect of that is that the C++ code keeps track of the
current window size (it does this for framebuffer sizing, but also to
set the size of the window).

This is now an issue because SDL is properly firing events when you
change to borderless mode, so our window size gets updated to the size
of the entire monitor. When you switch to windowed mode from borderless,
it now seems like it didn't work (it did, its just still taking up the
entire screen).

This could be better cleaned up if more settings are extracted out of
GOAL and put into C++ so they can be managed and accessed where they
belong. But for now, this is a minimally invasive fix.

Fixes #3917
2025-05-31 18:47:02 -04:00
Tyler Wilding 26d6d663c9 deps: update SDL3 to version 3.2.14 (#3932) 2025-05-31 18:46:07 -04:00
OpenGOAL BotandOpenGOALBot 3736554d66 CI: Periodic Controller Database Update (#3928)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-05-27 19:11:21 -04:00
Alex a6c21a9814 Implement analog stick sensitivity setting, default it to 133% (#3919)
This is a simple multiplier to the gamepad axis input value received
from SDL events. Normally the values it provides cannot satisfy the
square range of the stick input. This is usually fine but it might play
differently with different controllers and compared to consoles,
especially considering the DualShock 1/2 have automatic calibration
which works in mysterious ways. The setting is there so any user can
adjust it for their controllers.

Saved to and loaded from the input-settings.json file.

133% matches PCSX2's default setting and is generally a good value to
map the square stick range within most modern(ish) controllers' circular
stick motion.

Progress menu option added to Jak 1 and 2. Setting can be changed from
50% all the way to 200%.

~~Renamed the analog deadzone options to stick deadzone since they don't
apply to the other analog buttons and only the (analog, yes) sticks.~~
2025-05-27 16:01:06 +01:00
OpenGOAL BotandOpenGOALBot 52df5a2d64 CI: Periodic Controller Database Update (#3918)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-05-22 16:40:24 -04:00
Tyler Wilding 578cbe15a7 macos: fix dynamically linked library in static release (#3915)
libidn2 which is a potential part of libcurl seemingly slipped into the
latest release (0.2.25) and it was dynamically linked.

This causes issues:
```
dyld[95648]: Library not loaded: /usr/local/opt/libidn2/lib/libidn2.0.dylib
  Referenced from: <9DA6EC1D-F99A-3233-8264-AAEA87F07743> /Users/tyler/Downloads/opengoal-macos-arm-v0.2.25/gk
  Reason: tried: '/usr/local/opt/libidn2/lib/libidn2.0.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/usr/local/opt/libidn2/lib/libidn2.0.dylib' (no such file), '/usr/local/opt/libidn2/lib/libidn2.0.dylib' (no such file)
zsh: abort      ./g
```

My theory for why is that the underlying image changed (now has this
library) and so the cmake detected that and started building with it.

The simple fix is to just disable it, as we don't need it. If we do
eventually, I can figure out how to ensure it's properly compiled.
2025-05-15 00:58:31 -04:00
MuchWhittering a271111f14 Fixed typo in US English subs. (#3914)
Coveyor -> Conveyor
2025-05-15 00:20:40 -04:00
Tyler Wilding 0837af95c3 game: ensure SDL subsystems are cleaned up prior to quitting SDL (#3913)
For dualsense controllers, when the game exits we explicitly clear any
trigger effects. This was happening after SDL was already terminated, so
the hardware handles were already lost.

From a practical standpoint though, this mostly just cleans up logs.
2025-05-13 17:51:00 -04:00
Tyler Wilding 85e3203188 g/jak2: don't try to print subtitles that don't exist (non-base language) (#3910)
Fixes #3909 

Long standing issue in Jak 2's subtitles, it's actually kinda incredible
that finnish didn't run into this problem. Later in this code it
accesses the subtitle based on the language-id, and finnish is always
out of bounds -- but it never caused a catastrophic issue.

Polish on the otherhand is much more out of bounds and always causes an
access violation / crash.

Jak 2's subtitle code has no fallback (ie. use english if not
translated) for cutscenes, since they are not defined in the base file
like in Jak 1. This means that an untranslated language will render no
subtitles during cutscenes. Translations are welcome!.

Tested a cutscene in:
- english 
- italian (base game with subtitles)
- finnish (new language, actually is translated)
- polish (new language, not translated)
2025-05-12 22:41:48 -04:00
ZedB0T 5873c881e1 Hide imgui only on key press, instead of while pressed. (#3911)
The imgui bar is currently toggled repeatedly if the key is held down,
this can lead to annoyances where the key is held for a short time and
cycles back to "show" or "hide" when that's not what the user wants.
Current behavior: 


https://github.com/user-attachments/assets/5d719364-9949-4ba2-bf72-7d432650a614

Fixed behavior


https://github.com/user-attachments/assets/b816f502-c155-4d86-adb7-41ca1a7a40cf
2025-05-12 21:58:41 -04:00
OpenGOAL BotandOpenGOALBot 032142323a CI: Periodic Controller Database Update (#3912)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-05-12 20:54:41 -04:00
Tyler Wilding 67f62560af g/j2: change and initialize jak 2 subtitles correctly (#3907)
Fixes #3906

Wasn't an issue on Jak 1 because that game had no original subtitles,
but jak 2's subtitles still go through their original code, which uses
the `*setting-control*` object. This is a regression from when i
recently added all languages to the menu options.

- Update the setting at runtime
- Update the setting at initialization time

This may be an issue in Jak 3 as well if the code was copied over. We'll
fix it when we get there.


![image](https://github.com/user-attachments/assets/19a796a7-a3f3-4872-98f8-7fcbe91b3ec1)

![image](https://github.com/user-attachments/assets/356f751a-5406-41f3-b616-97ece2782a88)
2025-05-09 21:37:05 -04:00
OpenGOAL BotandOpenGOALBot c1480cdaa4 CI: Periodic Controller Database Update (#3900)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-05-09 16:51:46 -04:00
dependabot[bot] 5d9a760ee5 build(deps): bump hendrikmuhs/ccache-action from 1.2.17 to 1.2.18 (#3903)
Bumps
[hendrikmuhs/ccache-action](https://github.com/hendrikmuhs/ccache-action)
from 1.2.17 to 1.2.18.
<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>v1.2.18</h2>
<h2>What's Changed</h2>
<ul>
<li>Bump ts-jest from 29.2.5 to 29.2.6 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/291">hendrikmuhs/ccache-action#291</a></li>
<li>Bump typescript from 5.7.3 to 5.8.2 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/294">hendrikmuhs/ccache-action#294</a></li>
<li>Bump <code>@​types/node</code> from 22.13.0 to 22.13.9 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/296">hendrikmuhs/ccache-action#296</a></li>
<li>set cache to readonly if skipping save by <a
href="https://github.com/planetmarshall"><code>@​planetmarshall</code></a>
in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/301">hendrikmuhs/ccache-action#301</a></li>
<li>Update sccache version to v0.10.0 by <a
href="https://github.com/mhegazy"><code>@​mhegazy</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/315">hendrikmuhs/ccache-action#315</a></li>
<li>Bump <code>@​types/node</code> from 22.13.9 to 22.15.2 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/316">hendrikmuhs/ccache-action#316</a></li>
<li>Bump ts-jest from 29.2.6 to 29.3.2 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/312">hendrikmuhs/ccache-action#312</a></li>
<li>Bump typescript from 5.8.2 to 5.8.3 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/311">hendrikmuhs/ccache-action#311</a></li>
<li>Bump <code>@​actions/cache</code> from 4.0.0 to 4.0.3 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/299">hendrikmuhs/ccache-action#299</a></li>
<li>Don't append <code>-</code> when <code>append-timestamp</code> is
disabled. by <a href="https://github.com/Naros"><code>@​Naros</code></a>
in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/306">hendrikmuhs/ccache-action#306</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a href="https://github.com/mhegazy"><code>@​mhegazy</code></a> made
their first contribution in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/315">hendrikmuhs/ccache-action#315</a></li>
<li><a href="https://github.com/Naros"><code>@​Naros</code></a> made
their first contribution in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/306">hendrikmuhs/ccache-action#306</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/hendrikmuhs/ccache-action/compare/v1...v1.2.18">https://github.com/hendrikmuhs/ccache-action/compare/v1...v1.2.18</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/63069e3931dedbf3b63792097479563182fe70d1"><code>63069e3</code></a>
update code</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/15457da8f7bbf9b2c71f2efebd847c1a84650208"><code>15457da</code></a>
Don't append <code>-</code> when <code>append-timestamp</code> is
disabled. (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/306">#306</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/25d49ca51adf245e1fc66fbf5485fa70ff353f64"><code>25d49ca</code></a>
update code</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/5107eae3c4885a3f516e7b3391c85539abee811c"><code>5107eae</code></a>
Bump <code>@​actions/cache</code> from 4.0.0 to 4.0.3 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/299">#299</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/0be57ad590dbc0ddc23d1915149acb8d1d035482"><code>0be57ad</code></a>
Bump typescript from 5.8.2 to 5.8.3 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/311">#311</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/82ea68836f4698bbc2a53332fb4357aec9fe5a80"><code>82ea688</code></a>
Bump ts-jest from 29.2.6 to 29.3.2 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/312">#312</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/1442e5b70da90a19cbbe567fa450d6349b819e41"><code>1442e5b</code></a>
Bump ts-jest from 29.2.6 to 29.3.2 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/312">#312</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/e3bfc65f9cf257b6332793c3d965c05100350a6e"><code>e3bfc65</code></a>
Bump <code>@​types/node</code> from 22.13.9 to 22.15.2 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/316">#316</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/fc9101105b417abd4b0a58457a3d0327aa1fa597"><code>fc91011</code></a>
Update sccache version to v0.10.0 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/315">#315</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/15fe4dd483de6883ed9b919e77778f61f69fc053"><code>15fe4dd</code></a>
set cache to readonly if skipping save (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/301">#301</a>)</li>
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2025-05-09 16:51:39 -04:00
Matt Dallmeyer 4e28bd1eaf [jak1] Speedrun mode misc fixes (#3902)
Fixed up a few things for speedrun mode in Jak 1:
- Changed autosplitter to start run in line with ruleset (first frame
after blackout where jak is touching ground). Also tweaked the
verification text in bottom left to show "Run Started: Yes/No" to go
with this
- Changed speedrun menu button combo to match Jak 2/3 (only need to hold
L1+R1 and press Start/Select, no longer need to hold X)
- Treat speedrun menu via Select the same as Start (no more potential
for funny pause buffer where actors freeze)

warp gate example:

![vlcsnap-2025-04-26-12h03m37s116](https://github.com/user-attachments/assets/3a06c3fe-0c60-4d8d-acaa-ec5f66145491)

![vlcsnap-2025-04-26-12h03m42s642](https://github.com/user-attachments/assets/e12439d4-1664-46a1-bfc0-56c737463603)

already grounded example (run starts once partially out of blackout):

![vlcsnap-2025-04-26-12h04m02s085](https://github.com/user-attachments/assets/71659b45-b599-4ca1-b097-cf736f845933)
2025-04-26 23:23:55 +02:00
ZedB0TandHat Kid 3906262fd4 Toggle Cpp openGL with F12 / Alt + Enter / Anything else (#3901)
This is a successor to #3230

---------

Co-authored-by: Hat Kid <[email protected]>
2025-04-26 23:17:27 +02:00
Hat Kid c61a69d751 jak3: wip pc progress code (#3898) 2025-04-16 20:57:43 +02:00
OpenGOAL BotandOpenGOALBot 7a086fcadb CI: Periodic Controller Database Update (#3897)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-04-14 19:01:01 -04:00
trippandTyler Wilding a1d1ff139b Fix for running extractor without optional game flag (#3896)
Co-authored-by: Tyler Wilding <[email protected]>
2025-04-13 00:42:50 -04:00
Tyler Wilding 647282d896 deps: update fmt to 11.1.4 (#3880)
Fixes #3886
2025-04-12 15:59:13 -04:00
OpenGOAL BotandOpenGOALBot 5415c83def CI: Periodic Controller Database Update (#3894)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-04-09 23:10:20 -04:00
Matt DallmeyerandTyler Wilding e122941ede Fix pagination for non-dynamic popup menus (speedrun menu) (#3883)
Was testing out adding ILs to the speedrun menu and noticed this wasn't
working properly

(video before the changes)

https://github.com/user-attachments/assets/e1e7f443-60d2-4b15-bc27-a20cbe4442d6

Co-authored-by: Tyler Wilding <[email protected]>
2025-03-31 15:40:40 -04:00
Tyler Wilding 6871a3a067 goalc: don't assume DGO/CGOs are within the ObjectDB when building levels (#3888)
Follow-up later on improving the validation of the extractor (that may
require testing with all iso versions), but this is just some simple
safe-guarding code that will improve the error messaging, instead of
just a vague invalid map error.

![Screenshot 2025-03-30
165334](https://github.com/user-attachments/assets/a195d248-4ed5-4c02-80f4-4170d3ff1e48)
2025-03-31 15:40:25 -04:00
Tyler Wilding 46b91e5ee5 Merge pull request #3884 from open-goal/bot/update-controller-db
CI: Periodic Controller Database Update
2025-03-30 13:20:37 -04:00
OpenGOALBot 1fa9363414 ci: updated controller database 2025-03-24 16:23:09 +00:00
Matt Dallmeyer 61ad9f08cd Extract levels+collision to decompiler_out (adjacent to textures+audio) (#3882)
should make it nice and easy to jump to the `decompiler_out/<game>`
folder in the launcher and show the user all their exported things.

![image](https://github.com/user-attachments/assets/15ff9d0b-2c83-4f1a-a013-6ab3835e974b)

also adds a taskfile command for ripping audio.

and fixes jak1 collision extract scaling. I [previously fixed this for
jak2/3](https://github.com/open-goal/jak-project/pull/3292#discussion_r1442595308)
but never fixed for jak1 apparently

before:

![image](https://github.com/user-attachments/assets/ce3e3c59-e3d7-4fc2-b83b-c938fdb3bb02)

after:

![image](https://github.com/user-attachments/assets/bcc65ffb-b5ff-484e-8f60-d1913e239294)
2025-03-24 14:26:58 +01:00
Tyler Wilding ea3d2308f8 Merge pull request #3877 from open-goal/bot/update-controller-db
CI: Periodic Controller Database Update
2025-03-10 16:36:55 -04:00
OpenGOALBot 6696346f77 ci: updated controller database 2025-03-10 16:19:20 +00:00
Matt Dallmeyer 3e6ba273f7 Dedupe custom level textures by height/width/data, not just name (#3874)
I fixed this for the only up mod awhile back and forgot to PR it here. 

Some related discussion
[here](https://discord.com/channels/756287461377703987/995787558816595968/1320482071583522878)
where we realized Blender automatically "renames" the textures, but then
the GLB export doesn't reflect those renames
2025-03-08 23:21:16 +01:00
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
This PR updates to SDL3, and with it, adds a handful of new features.
Everything seems to work but I'm going to look over the code once last
time before merging, some of the API changes are hard to spot.

Fixes #2773

### Pressure sensitivity support for DS3 Controllers

SDL3 adds pressure sensitivity support for DS3 controllers on windows. I
have not tested on linux. The option is disabled by default.

On windows you will need https://docs.nefarius.at/projects/DsHidMini/
and to be using SXS mode.

### DualSense and Xbox One Trigger Effects

If enabled, Jak 2 will have certain trigger effects.  They are:
   - xbox1:
     - small vibrate when collecting dark eco
     - big vibrate when changing to dark jak
     - vibrate when shooting gun, proportional to gun type
   - ps5:
     - resistance when changing to dark jak
     - different gun shooting effects
       - red (resistance)
       - yellow (weapon trigger)
       - blue (vibrates)
       - purple (less resistance)
> **Gun Shooting effects are only enabled if the new "Swap R1 and R2"
option is enabled**

There are more effects that could be used in `dualsense_effects.cpp`,
but I only exposed the ones I needed to OpenGOAL. If a modder wants to
use some of the others and wires them up end-to-end, please consider
contributing that upstream.

### New ImGUI Menu

Added new imgui options for selecting the active controller, for those
people that struggle to select the initial controller.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### Testing

The highlights of what I tested successfully:
   - display
     - [x] all mode switch permutations
     - [x] launch with all modes saved
- [x] switch monitors / unplug monitor that was active, how does it
handle it
     - [x] load with alternate monitor saved and all modes
     - [x] allowing hidpi doesnt break macos
   - controls
     - [x] keyboard and mouse still work
     - [x] pressure sensitivity on linux
2025-03-02 16:36:22 -05:00
Hat Kid 651b5b2a93 build-actor: fix merc transparency (#3875)
Because merc effects for custom models would always have the
`envmap-usage` flag set, this would also set the `ignore-alpha` flag,
making transparency effects not work. Now the envmap flag is only set
when the effect actually has an envmap.
2025-03-02 22:06:22 +01:00
Tyler Wilding b2289e844c g/j2: persist subtitle language properly, eliminates a crash (#3872)
Fixes #3870
2025-03-01 13:17:38 -05:00
dependabot[bot] ccbd6008d2 build(deps): bump hendrikmuhs/ccache-action from 1.2.16 to 1.2.17 (#3868)
Bumps
[hendrikmuhs/ccache-action](https://github.com/hendrikmuhs/ccache-action)
from 1.2.16 to 1.2.17.
<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>v1.2.17</h2>
<h2>What's Changed</h2>
<ul>
<li>support Ubuntu arm64 runners with sccache variant by <a
href="https://github.com/andrurogerz"><code>@​andrurogerz</code></a> in
<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/280">hendrikmuhs/ccache-action#280</a></li>
<li>Bump <code>@​types/node</code> from 22.10.5 to 22.10.10 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/282">hendrikmuhs/ccache-action#282</a></li>
<li>Bump <code>@​types/node</code> from 22.10.10 to 22.13.0 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/285">hendrikmuhs/ccache-action#285</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a
href="https://github.com/andrurogerz"><code>@​andrurogerz</code></a>
made their first contribution in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/280">hendrikmuhs/ccache-action#280</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/hendrikmuhs/ccache-action/compare/v1.2.16...v1.2.17">https://github.com/hendrikmuhs/ccache-action/compare/v1.2.16...v1.2.17</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/a1209f81afb8c005c13b4296c32e363431bffea5"><code>a1209f8</code></a>
Bump <code>@​types/node</code> from 22.10.10 to 22.13.0 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/285">#285</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/a6067e2292150bdcfe1a16a5d8ddcc403109ea40"><code>a6067e2</code></a>
Bump <code>@​types/node</code> from 22.10.5 to 22.10.10 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/282">#282</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/433beb5b585c67c13415f39d5ba7e485b1920710"><code>433beb5</code></a>
support Ubuntu arm64 runners with sccache variant (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/280">#280</a>)</li>
<li>See full diff in <a
href="https://github.com/hendrikmuhs/ccache-action/compare/v1.2.16...v1.2.17">compare
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2025-02-28 21:56:35 -05:00
Tyler Wilding 3c5b1fbfba New Crowdin updates - February 2024 (#3867) 2025-02-28 21:41:36 -05:00
Tyler Wilding 9759841e3b New Crowdin updates - February 2024 (#3857) 2025-02-28 19:31:50 -05:00
OpenGOAL BotandOpenGOALBot 04a10b27cd CI: Periodic Controller Database Update (#3865)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-02-27 21:16:11 -05:00
e656ef943b Jak 2: Italian translation (Hints) (#3590)
Used a PR since many things can't be changed using Crowdin, such as
timings.
Same team as the italian Jak 1 translation.
This PR won't include subtitles, which will be included later on in a
separate PR, once things will be worked on.
Still needs to be revised by the team.

---------

Co-authored-by: pex93 <[email protected]>
Co-authored-by: Francesco <[email protected]>
Co-authored-by: Tyler Wilding <[email protected]>
2025-02-17 00:56:00 -05:00
Tyler Wilding 41ed4b1d7e ci: update to ubuntu 22.04 (#3860)
Ubuntu 20.04 is hitting it's next EOL stage in april
https://endoflife.date/ubuntu
And it's being removed from github actions in april to go along with
that
https://github.blog/changelog/2025-01-15-github-actions-ubuntu-20-runner-image-brownout-dates-and-other-breaking-changes/

Getting ahead of this before we have random failures, I'll update the
launcher along with this change for this month.

On the bright side, we can finally update clang-format!
2025-02-16 17:40:52 -05:00
water111andwater111 23118be428 [jak3] Fix crash in subrails (#3863)
After the change to vector ops, subrails was crashing. This fixes the
crash by fixing a stack type and also marks those new vector op
functions as inline.

Co-authored-by: water111 <[email protected]>
2025-02-16 17:40:23 -05:00
water111andwater111 af9a8dd7f1 [graphics] Fix issue with envmap math (#3862)
A few people in the discord noticed that the shiny part of the subrails
looks different between PS2 and OpenGOAL. I looked into this and found a
bug where the length of the normals was half what they should have been.
Earlier this didn't matter because I normalized them in the shader, but
at some point I removed that when refactoring other parts.

I'm not completely convinced we have the intensity/tint multiplier
working correctly, but this is at least a step in the right direction.


https://github.com/user-attachments/assets/ee754011-08ac-4bee-94b2-d0e114b952ec



https://github.com/user-attachments/assets/1079635a-0b92-4965-a991-972ef6048ddf

For fun, here's this fix, plus a random doubling of the envmap effect
strength:


https://github.com/user-attachments/assets/726e7b8d-c020-42cf-a594-cad590c0ef7d

---------

Co-authored-by: water111 <[email protected]>
2025-02-16 16:58:11 -05:00
water111andwater111 2a4d3d7a4a [decompiler] More inline vector functions (#3861)
This adds more recognition for inlined vector functions to the
decompiler, which can clean up a bunch of ugly looking code/`rlet`s.


![image](https://github.com/user-attachments/assets/1f7b4627-81bd-481b-b828-76b9f7ba13b3)

Unfortunately, this changes the numbering of ops in the decomp, since
all the vector instructions get combined in a single "operation" by the
decompiler. I really tried to avoid having this ever happen in the
decompiler and this is one of the few cases where it has. So I had to
update a bunch of type casts.

For that reason I haven't turned this on in Jak 2 yet, although I am
planning to do that at some point. (probably at the same time as porting
back a bunch of jak 3 improvements to jak 2)

---------

Co-authored-by: water111 <[email protected]>
2025-02-16 15:59:17 -05:00
OpenGOAL BotandOpenGOALBot b07d0d9ced CI: Periodic Controller Database Update (#3856)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-02-15 22:39:29 -05:00
water111andwater111 48cb9bb787 [decompiler] as-type and font method support (#3855)
Add support for `as-type` macro, and detecting inline font methods. This
works in all three games but I've only updated jak 3's goal_src for now.
Eventually I will go back and work through the others, but I want to get
more decompiler features in first.


![image](https://github.com/user-attachments/assets/5c31bf85-97b4-437c-bc4b-dc054e60551e)

---------

Co-authored-by: water111 <[email protected]>
2025-02-01 21:23:11 -05:00
dependabot[bot] d5590ab638 build(deps): bump hendrikmuhs/ccache-action from 1.2.14 to 1.2.16 (#3854)
Bumps
[hendrikmuhs/ccache-action](https://github.com/hendrikmuhs/ccache-action)
from 1.2.14 to 1.2.16.
<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>v1.2.16</h2>
<h2>What's Changed</h2>
<ul>
<li>Change Bash to Shell everywhere by <a
href="https://github.com/hansfn"><code>@​hansfn</code></a> in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/223">hendrikmuhs/ccache-action#223</a></li>
<li>Add option to add stats to Job Summary page by <a
href="https://github.com/planetmarshall"><code>@​planetmarshall</code></a>
in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/263">hendrikmuhs/ccache-action#263</a></li>
<li>Evict old files from the cache prior to saving by <a
href="https://github.com/planetmarshall"><code>@​planetmarshall</code></a>
in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/270">hendrikmuhs/ccache-action#270</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a
href="https://github.com/planetmarshall"><code>@​planetmarshall</code></a>
made their first contribution in <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/pull/263">hendrikmuhs/ccache-action#263</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/hendrikmuhs/ccache-action/compare/v1...v1.2.16">https://github.com/hendrikmuhs/ccache-action/compare/v1...v1.2.16</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/53911442209d5c18de8a31615e0923161e435875"><code>5391144</code></a>
Revert <a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/273">#273</a>
(<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/276">#276</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/10832139bf774c2772bd272b9965661f650cc03d"><code>1083213</code></a>
update code</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/f2e06a04a5f6407f80d5b08979a45824a2c95674"><code>f2e06a0</code></a>
Bump <code>@​actions/cache</code> from 3.3.0 to 4.0.0 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/268">#268</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/d10405245044a4399effebdfc1ae28cbaa1231f9"><code>d104052</code></a>
Bump typescript from 5.7.2 to 5.7.3 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/275">#275</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/f5df2923b5a63919a669a730a8795f719f700bdc"><code>f5df292</code></a>
Use sudo (if available) when installing sccache (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/273">#273</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/d535f91810e6ff57acce500c7992765d9bc05a33"><code>d535f91</code></a>
Bump <code>@​types/node</code> from 22.10.2 to 22.10.5 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/272">#272</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/e7a0524ab2c2f3d668e20aced36205fa717e29b9"><code>e7a0524</code></a>
Evict old files from the cache prior to saving (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/270">#270</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/c7704b4bd5fc9171d8e26073444d7779d90cde3c"><code>c7704b4</code></a>
Bump <code>@​types/node</code> from 22.10.1 to 22.10.2 (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/269">#269</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/6f387851dc686da4ddc9833a1d7085535bd4d02f"><code>6f38785</code></a>
Add option to add stats to Job Summary page (<a
href="https://redirect.github.com/hendrikmuhs/ccache-action/issues/263">#263</a>)</li>
<li><a
href="https://github.com/hendrikmuhs/ccache-action/commit/5f65b4d9dc6aafa5e9aedece06f7c06f2974af86"><code>5f65b4d</code></a>
Bump <code>@​types/node</code> from 22.10.0 to 22.10.1 (<a
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Signed-off-by: dependabot[bot] <[email protected]>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2025-02-01 15:22:08 -05:00
Hat Kid 710f3ac117 custom levels: etie and build actor support for jak2/3 (#3851)
Custom levels for Jak 2/3 now support envmapped TIE geometry. The TIE
extract was also changed to ignore materials that have the specular flag
set, but are missing a roughness texture.

Jak 2/3 now also support the `build-actor` tool.

The `build-custom-level` and `build-actor` macros now have a few new
options:

- Both now have a `force-run` option (`#f` by default) that, when set to
`#t`, will always run level/art group generation even if the output
files are up to date.
- `build-custom-level` has a `gen-fr3` option (`#t` by default) that,
when set to `#f`, will skip generating the FR3 file for the custom level
and only generate the GOAL level file to skip the potentially slow
process of finding and adding art groups and textures. Useful for when
you want to temporarily edit only the GOAL side of the level (such as
entity placement, etc.).
- `build-actor` has a `texture-bucket` option (default 0) which will
determine what DMA sink group the model will be placed in, which is
useful to determine the draw order of the model. Previously, this was
omitted, resulting in shadows not drawing over custom actors because the
actors were put in a bucket that is drawn after shadows (this behavior
can be restored with `:texture-bucket #f`).
2025-02-01 18:04:26 +01:00
OpenGOAL BotandOpenGOALBot 23b86d95c3 CI: Periodic Controller Database Update (#3847)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-01-28 09:19:17 -05:00
water111andwater111 7348e6a4ff [decompiler] Update vector ops, reduce casts (#3849)
Update the decompiler to use the new vf macros.

Also, fix a bunch of silly casting issues where accessing inline fields
with an offset of 0 would be better than a cast:

![image](https://github.com/user-attachments/assets/885bbb07-634f-47b8-99f5-5a947941cdde)

---------

Co-authored-by: water111 <[email protected]>
2025-01-20 16:32:58 -05:00
water111andwater111 98d6618a8b [decompiler] Detect vector*! (#3846)
Detect use of `vector*!`, which is inlined in jak 2 and jak 3.

---------

Co-authored-by: water111 <[email protected]>
2025-01-20 12:21:28 -05:00
water111andwater111 3ee2b4423c [decompiler] Cleanup for Jak 3 (#3845)
This PR does a few cleanups:
- improve method names/comments/flags for `enemy.gc` and a few other
files
- fix `new-stack-matrix0` not working for jak 3
- add `matrix-copy!` detection for jak 3
- add `vector-copy!` detection

---------

Co-authored-by: water111 <[email protected]>
2025-01-20 10:31:29 -05:00
water111andwater111 341f6117d5 Fix camera-other (#3843)
There's a feature to draw levels with a different camera matrix. This
uses `camera-temp-other`, `camera-rot-other`, etc instead of
`camera-temp`, `camera-rot`... I assumed that `trans-other` was the
"other" version of `trans`, but it turns out this isn't true -
`trans-other` is combined with `quat-other` and the original camera
matrix.

This fixes the issue by using the translation part of
`inv-camera-rot-other` for othercam levels only. (it works in all cases,
but I didn't want to use it for normal levels since I think it will be
less accurate)

Co-authored-by: water111 <[email protected]>
2025-01-18 17:44:38 -05:00
water111andwater111 ee0600cdbf [jak3] Improve overlord file size handling (#3828)
Try to avoid crashes/corruption if a file changes size after you've
started the game.

Co-authored-by: water111 <[email protected]>
2025-01-18 16:07:14 -05:00
water111andwater111 a29fca982b [jak1] Fix wind (#3837)
I accidentally broke this with the camera matrix improvements, but it's
fixed now.


![image](https://github.com/user-attachments/assets/144ac770-d7bf-414a-8814-062bbe51c39e)

---------

Co-authored-by: water111 <[email protected]>
2025-01-18 16:07:01 -05:00
OpenGOAL BotandOpenGOALBot 9c9af5b488 CI: Periodic Controller Database Update (#3839)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-01-14 00:49:12 -05:00
Tyler Wilding f6fad0630f macos: don't assume that all macOS major versions are simple numeric values (#3836)
Related to https://github.com/open-goal/launcher/pull/664
Likely Fixes https://github.com/open-goal/launcher/issues/663
2025-01-11 15:50:13 -05:00
OpenGOAL BotandOpenGOALBot 434484e5b5 CI: Periodic Controller Database Update (#3831)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2025-01-11 12:16:14 -05:00
Tyler Wilding 6f093f98ff gsrc: Add convenience macros for masking VF operations (#3824)
Migrates all code, there should be no change in the compilation output
(linter should check this)

At first i was considering making these builtins, which short of a bunch
of code generation, would require some sort of dynamic definition in
`Atoms.cpp`. This isn't hard but, i figured it would be better to keep
it simple and just generate the OG macros.

Fixes https://github.com/open-goal/jak-project/issues/233
2025-01-11 12:16:05 -05:00
Hat Kid e836f09212 jak3: fix error with subtitle speaker names (#3832) 2025-01-07 11:33:05 +01:00
Hat Kid f883b075fd jak3: port anim-tester-x (#3830) 2025-01-05 20:36:26 +01:00
Aloqasandblahpy fe648ac7c5 jak3 pc subtitles (#3812)
transcribed subtitles for gameplay and model viewer dialogue

---------

Co-authored-by: blahpy <[email protected]>
2025-01-05 20:27:48 +01:00
water111andwater111 b2c163999d [jak3] Fix cloth nans (#3827)
Kind of silly fix.

The cloth update function sometimes runs before the "setup" is done
(`need-setup` is set), which divides by zero in a bunch of places. This
fix prevents NaNs from spreading during this time.

Co-authored-by: water111 <[email protected]>
2025-01-05 13:00:01 -05:00
water111andwater111 79e4e36878 [gk] Increase print buffer, add size check (#3826)
This should fix the crash when entering the freedom HQ elevator. It was
caused by a large number of prints, one for each process in the city
being killed by `check-for-rougue-process`, which would overflow the
print buffer. So I increased the print buffer.

Detecting buffer overflow here is hard because lots of things are
allowed to write to it, including the user's GOAL print methods. I added
a basic check that will assert when there's 1k or less space in the
buffer. It won't catch every overflow, but it would have caught this
one.

Co-authored-by: water111 <[email protected]>
2025-01-05 11:05:09 -05:00
water111andwater111 e30dc9ecc7 [graphics] Improve some camera math (#3825)
I finally went through and worked out the math for the camera matrix,
and improved how it works for PC rendering. I was able to finally avoid
the double perspective divide issue, which I always thought would cause
accuracy issues.

This will help tfrag, tie (no envmap), shrub, and hfrag have less
z-fighting in cases where the camera and the thing you're looking at are
pretty close, but the entire level is far from the origin - like jak 3
temple. I was able to modify the camera matrix so we don't have to do
all the weird scaling/addition in the shader.

Here's a screenshot from the temple oracle checkpoint, cropped from 4k.
This used to have a lot of fighting issues.


![image](https://github.com/user-attachments/assets/4e11157f-ccf5-4f14-98a9-4a0b34da0cd2)

It doesn't help issues where the thing you're looking at is very far
away (jak 1 mountains, some jak 2 city stuff). It also doesn't help with
jak's skirt/scarf, since those use a different renderer.

There's definitely more to do here, but this is a good starting point
and proof that I can at least figure out the math.

Co-authored-by: water111 <[email protected]>
2025-01-05 09:57:48 -05:00
water111andwater111 e0acc2d15f [jak2, jak3] Unstretch moon and sun (#3822)
Fix the issue where the moon gets wide when using PC aspect ratios


![image](https://github.com/user-attachments/assets/db0ad274-5ee4-4ec3-92b6-650d295f8622)

Co-authored-by: water111 <[email protected]>
2025-01-04 12:39:23 -05:00
water111andwater111 2b226fedea [jak3] Update texture remap table (#3821)
Fix for https://github.com/open-goal/jak-project/issues/3820

Jak 2 and 3 use this annoying trick where they store multiple images in
the same texture by just changing the CLUT. This breaks some PC code
because those two textures will have the same TBP address. so there's a
table of remaps to fix this, generated by the decompiler. Unfortunately,
I generated that table before the decompiler loaded the .STR file with
these textures, so it was missing the remaps. This is automatically
generated in the texture folder when you run the decompiler - I just
copied it to the C++ file.


![image](https://github.com/user-attachments/assets/d3ca98d9-5d02-4055-bcb0-7e027a0a49b9)


![image](https://github.com/user-attachments/assets/9514bcbc-0523-466e-83cc-dd9cca7632ec)

Co-authored-by: water111 <[email protected]>
2025-01-04 12:24:57 -05:00
water111andwater111 266b423efa [jak3] Avoid language 255 issue (#3818)
In Jak 3, the default PC settings file would have a language of 255
because it runs before the first settings update. This would cause the
game to crash the second time it is started.

I also added this simple imgui window to see the names of streams in the
"SPU" memory, which has been useful for debugging

![image](https://github.com/user-attachments/assets/0a9d6af7-c423-4d8a-a461-faf45e350f33)

---------

Co-authored-by: water111 <[email protected]>
2025-01-04 11:39:28 -05:00
OpenGOAL BotandOpenGOALBot ea61985e21 CI: Periodic Controller Database Update (#3809)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-12-30 20:10:22 -05:00
Tyler Wilding e5a35f6ba0 fonts: add support for the rest of the czech alphabet (#3816)
Missed a few characters in the caron PR, but also adds support for the
rest of the czech alphabet that uses other diacritics.

![Screenshot 2024-12-30
174943](https://github.com/user-attachments/assets/10291b98-1232-47af-8391-95dca44adc07)
![Screenshot 2024-12-30
180032](https://github.com/user-attachments/assets/42f8d7a2-a798-425e-86ac-238bd589efa9)
2024-12-30 20:10:08 -05:00
Tyler Wilding d81b60736a fonts: support caron diacritics (#3815)
![Screenshot 2024-12-30
152831](https://github.com/user-attachments/assets/9b006764-00b8-4490-aeb5-02af39fa1724)
![Screenshot 2024-12-30
154346](https://github.com/user-attachments/assets/f27c9600-2d25-460d-afd6-2666d22a8ff7)
2024-12-30 17:34:26 -05:00
water111andwater111 0e55ff6108 [jak3] Fix issue where some vag streams never queue (#3805)
Accidentally incrementing `s` twice in the loop, so queued streams in
slot 1, and 3 were skipped by the overlord.
This would usually cause the audio to never start playing because the
game would wait for the audio to successfully get queued.

Co-authored-by: water111 <[email protected]>
2024-12-14 13:33:38 -05:00
Hat Kid 0e5aed329e jak3: fix missing shadow for wings (#3803) 2024-12-14 18:36:53 +01:00
water111andwater111 a3e8f0f91a [Jak3] Adjust overlord SPU dma to avoid audio hangs (#3804)
Change jak 3 SPU DMA to run the interrupt handler "immediately" (or at
least before `DMA_SendToSPUAndSync` returns).

This fixes an issue where audio can hang during fast cutscene playback.
I'm hoping it fixes more issues with looping/stuck audio as well, but
this needs more testing.

I originally wanted to do it this way, but thought that it didn't work -
from Jak 2 it seemed like things broke if the DMA was too fast. But, at
least for Jak 3, everything seems to work like this. This will remove a
huge source of non-deterministic timing in audio stuff and hopefully
make things easier to debug. It also means that a large portion of
streaming audio code will never have to run - from the game's point of
view there's always the next SPU buffer available.

If this works well, I might revisit jak 2 as well.

Co-authored-by: water111 <[email protected]>
2024-12-14 12:36:24 -05:00
water111andwater111 b3cdcf3a67 custom actor, fix animation compression (#3802)
Fix a missing scale factor when using the large mode in the animation
compressor. This would make some joints have a translation of near 0 if
the original animation had stuff moving a large distance

Co-authored-by: water111 <[email protected]>
2024-12-14 11:14:55 -05:00
OpenGOAL BotandOpenGOALBot 0edb88dc69 CI: Periodic Controller Database Update (#3779)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-12-10 16:53:36 -05:00
Hat Kid c476b84182 custom models: option to copy mod/eye draws from original model (#3800)
Two new flags were added to the Blender plugin to allow reusing the mod
and/or eye draws of the original model that is being replaced. Works
pretty well for eyes, but the blerc draws can cause some Z-fighting with
the non-moving parts of the model.

Also a small refactor to the merc replacement code to de-duplicate some
code by moving stuff to `gltf_util.cpp`.
2024-12-09 20:49:56 +01:00
water111andwater111 5458d865d4 [Custom Levels] Improve color palette generation (#3797)
A few improvements to color palette selection. These were made by
tracing some particularly bad colors through and seeing where it made
obviously bad decisions for splitting. I tested on crystal cave, and a
test GLBs from Kuitar that previously had issues with alpha.

- The previous approach to splitting was based on trying to keep a tree
of deduplicated colors balanced (same count in each leaf). This is not
really a good idea for generating color palettes. A better approach is
to try to minimize the volume of the child node, limiting how inaccurate
a color can be. Splitting is now chosen based on the average of the
_deduplicated channel values_, which in practice seems to work pretty
well for Kuitar's levels. Other approaches could work here too.
- The previous approach of alternating through dimensions to split on
was kept.
- The depth of the KD tree during the initial split was increased,
allowing it to use up to 8192 colors, instead of just 1024.
- In most cases, not all child nodes of the tree have colors in them,
meaning that a tree of depth 13 would have less than 8192 colors. If
this happens, child nodes are split until the color count reaches 8192.
The selection of which nodes to split is somewhat arbitrary, but is
breadth-first. The axis for splitting is the one with the largest range.
(which might be a better idea in general?)

On crystal-cave, the worst case color error was reduced from 221 to 9.

---------

Co-authored-by: water111 <[email protected]>
2024-12-08 12:31:48 -05:00
Hat KidandManDude 51d008f9ab decompiler: detect and turn inverse mult to div (#3795)
Co-authored-by: ManDude <[email protected]>
2024-12-07 23:10:49 +01:00
water111andwater111 a2f9d36332 Fix animation processing interpolation bug, crash on no merc material (#3794)
Fixes the issue with animations doing a full 180 degree rotation and
disappearing. The quaternions in the GLB export "flip", and when
interpolating animation frames in between a flip, we got bogus
quaternions.

Fixes https://github.com/open-goal/jak-project/issues/3786

Also fix a crash in `goalc` when using merc models without any
materials.

Co-authored-by: water111 <[email protected]>
2024-12-07 13:42:48 -05:00
ZedB0T 6e4e5d2bf7 Add option to hide the imgui bar with a click event (#3791)
Should cover edge cases where the bar is displayed and a keyboard type
device is not connected to the system (Steam deck/touch input based
device instead).

While it should probably be impossible to display the bar in the first
place on such devices it apparently isnt ->
https://www.reddit.com/r/jakanddaxter/comments/1h4mht1/how_to_remove_grey_bar_at_top_on_steamdeck/

And even ignoring the whole steamdeck/no keyboard thing adding another
way to hide it that is visible on the bar should help reduce people
asking about how to hide it. (And hopefully help people who dont
ask/dont know where to ask!)



https://github.com/user-attachments/assets/7f132781-675c-451e-8b39-2a78fa098b9e
2024-12-07 13:42:39 -05:00
water111andwater111 1029516f6d [sound] Add instance limits (#3769)
Add instance limits to the sound library, and a `dump-info` command to
`sndplay` to print out all the sounds/flags in an SBK file.

This is based on the decompiled 989snd library @Ziemas is working on
(https://github.com/Ziemas/dec989snd/blob/main/src/sndhand.c#L77)

Co-authored-by: water111 <[email protected]>
2024-12-07 13:41:45 -05:00
Hat Kid 8690104ba0 jak1: add merc version of draw-bones-hud (#3793)
Add a version of `draw-bones-hud` that uses merc to support drawing
foreground HUD elements that use custom models.
2024-12-06 20:25:20 +01:00
Hat Kid e18dbb6256 jak3: fix cloth disappearing after 600 orbs (#3790)
After collecting 600 orbs, cloth systems that didn't have any
`alt-tex-name`s defined would vanish because the `static-cloth-params`
macro doesn't default them to `#f`.
2024-12-02 17:43:41 +01:00
Hat Kid 477cefb6a5 model replacements: prevent duplicate processing (#3789)
Store a small database of which models have already been swapped out in
a level to prevent duplicate processing.

Also a small fix for cases where using a model replacement that has no
armature would cause merc nightmares due to only having a `max_bones` of
3.
2024-12-01 22:01:50 +01:00
Tyler Wilding 8feb46dc45 ci: hopefully fix MacOS CI in preparation for release (#3788)
Folder names were in common with the normal intel x86 build, the release
wasn't going to work. Hopefully with these changes it will but, still
technically untested. Don't have time to do so tonight.
2024-11-30 22:27:52 -05:00
Hat Kid 620168c45a custom models: ignore invalid envmap material (#3785)
If a model has a material with specular properties, but is missing a
roughness texture, warn and treat it as a normal draw instead of
erroring out.
2024-11-29 09:27:46 +01:00
massimilianodelliubaldini 4c2e1a8a90 Remove 128 character buffer causing long filenames to crash gk (#3771)
Several users have reported that ArchipelaGOAL is not launching
properly, even when using the OpenGOAL Launcher. The window pops up with
a black screen, and then quits. The only way they can run it is if they
double click gk.exe.

This comes down to the Launcher providing gk.exe with the `config_path`
parameter, which leads the program to find `archipelagoal-settings.gc`.
Here is an example from me:

```
D:\Applications\Games\OpenGOAL\features\jak1\mods\JakMods\_settings\archipelagoal\OpenGOAL\jak1\settings/Mods/archipelagoal-settings.gc
```

If a user's base OpenGOAL install directory is long enough, this path
becomes longer than 128 characters. This overflows the character buffer
in `kopen` which is used to open file streams. If you're only slightly
over the limit like myself, at 135 characters, you may not have noticed
a problem. But some users have paths a little longer, like 168
characters, and they report the issue is consistent.

Water111 suggested we remove the 128 character buffer and use the
filename data directly. This fix requires no changes to the Launcher,
just to the kernel, and every mod could stand to benefit from this fix.
2024-11-28 17:14:09 -05:00
Hat Kid ef719d2ab7 custom models: better error for invalid envmap material (#3784)
When a material in Blender has its IOR level changed to anything other
than the default value of 0.5, the `KHR_materials_specular` extension is
applied during the glTF export, which is what we use to check for
envmaps in custom models. If an envmap is undesired, but the IOR value
was accidentally changed, the program would assert during model
processing if there is no metallic roughness texture attached to the
material.

Since this is an easy mistake to make and is hard to spot, this adds a
better error message for such cases.
2024-11-27 19:14:23 +01:00
Hat Kid 7848ba05b8 jak3: fix music not pausing (#3783) 2024-11-27 15:46:41 +01:00
Hat Kid f6c55eba9f custom models: increase default joint count (#3782) 2024-11-27 04:21:33 +01:00
Hat Kid 6a06291e6e jak1, jak2: add get-texture macro (#3778)
Ports the `get-texture` macro added in Jak 3 to Jak 1 and 2.
2024-11-26 11:29:34 +01:00
Tyler Wilding 9b393e2ddb ci: update minimum macOS supported version to Ventura (13) (#3780)
macOS 12 has been end of life for 2 months, GitHub is removing support
for the images very soon (within a week or so).

https://endoflife.date/macos
2024-11-25 14:43:48 -05:00
Brendan Shanks 3f7aca3c72 Taskfile: Call 'python3' on non-Windows platforms (#3752) 2024-11-25 13:40:56 -05:00
Hat Kid c263bc2114 custom models: envmap support (#3777)
Custom models and model replacements now support environment mapping.

Also fixed some cases in Jak 3 where tfrags had missing textures
(defaulting to texture 0 from tpage 0, which in Jak 3 is the default eye
texture) and replaced them with more suitable alternatives.

Fixes #3776 


https://github.com/user-attachments/assets/7c11b0de-b254-40cb-9719-11238dfb3d43


![image](https://github.com/user-attachments/assets/4cc60b55-4965-4cb8-b29d-096560e7b3aa)


![image](https://github.com/user-attachments/assets/cb46d0d1-57d7-482c-b235-15d0e633f62c)
2024-11-23 14:32:55 +01:00
Hat Kid 2ff49b9905 jak3: fix ragdolls settling too early (#3775)
`none` methods strike again

Fixes #3774
2024-11-22 02:36:50 +01:00
Brendan Shanks 8f445bda3e Create separate x86_64 and ARM64 macOS targets. (#3760)
Create explicit x86_64 and ARM64 macOS build targets, so it's clear that
the CI is building x86_64 binaries (on both Intel and ARM64 build
machines). Also, use the `CMAKE_APPLE_SILICON_PROCESSOR` CMake variable
(which sets `CMAKE_SYSTEM_PROCESSOR`) so `BUILD_X86_ON_MACOS` is not
necessary.

And update the README.
2024-11-17 15:59:57 -05:00
water111andwater111 24ad5515f8 [jak3] workaround for intro crash on screen filter (#3770)
Simple workaround to put an effect in a different bucket. I don't think
there's a difference in the result, but this is just easier to handle on
the PC renderer side.

Co-authored-by: water111 <[email protected]>
2024-11-17 12:09:22 -05:00
Hat Kid 7543acfb8a jak3: speedrunner mode (#3761)
Base implementation of the popup menu and speedrunner mode in Jak 3.
Autosplitter is untested because I'm on Linux.

Also a couple of other misc changes:

- Model replacements can now have custom bone weights. Needs the "Use
Custom Bone Weights" property (provided by the OpenGOAL Blender plugin)
enabled in Blender.
- Better error message for lump syntax errors in custom level JSON
files.
2024-11-17 06:45:34 +01:00
water111andwater111 5e3cb8faa6 [jak3] Fix stack layout for car spawn (#3765)
Fix for cars spawning under ground or in weird places

Co-authored-by: water111 <[email protected]>
2024-11-16 17:52:14 -05:00
water111andwater111 321a113dd7 [jak3] Fix overlord soundbank unload, fix warnings (#3762)
Fix compiler warnings, and a bug where the `snd_handle` of
`SoundBankInfo` was never set, leading to sound banks never unloading.

The game relies on unloading soundbanks to make sure certain sounds
don't play, like the blue gun 1 fire noise when using blue gun 2.

---------

Co-authored-by: water111 <[email protected]>
2024-11-16 15:04:56 -05:00
OpenGOAL BotandOpenGOALBot 63676c70a5 CI: Periodic Controller Database Update (#3757)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-11-13 11:16:40 -05:00
Tyler Wilding 2c6d41c87a macOS: Fix issue causing only part of the window to be rendered to (#3756)
The fundamental issue is related to hiDPI / Retina displays, I don't
think our rendering code is setup properly to handle the scaling between
the two (which you can derive by comparing `SDL_GetWindowSize` and
`SDL_GL_GetDrawableSize`).

So rather than opening that can of worms, I just removed the window
flag.

Also fixed an unrelated issue for displaying resolution options when in
windowed mode, it was previously only adding options to the list if they
were invalid for full-screen.

Fixes #3099
2024-11-13 11:16:30 -05:00
Matt Dallmeyer 2a41bc615e [jak2] Fix bug where spinning into grind doesnt break clasps in dig1 (#3740)
if you sideflip into grind in the digsite mission, the clasps wont break
because it is considered a `board-spin` attack instead of `board`. This
extends the condition to allow for `board-spin` as well.

~~Should I wrap this in an `#if PC_PORT`?~~ done
2024-11-12 20:59:21 +01:00
water111andwater111 7553877e57 Fix crash in ocean-far with invalid DMA size (#3746)
DMA sizes are 16-bits, not 12-bits. This would cause rare crashes when
the ocean far renderer uses more than this.

I'm not really sure what the ocean far rendering is doing at this time,
but it happens as stuff is loading in.

There's a chance this fixes crashes in jak 2 as well, since we used to
see errors that would be explained by this.

Co-authored-by: water111 <[email protected]>
2024-11-12 19:38:51 +01:00
Hat Kid af5cb9b1cb jak3: subtitle3, vag-player (#3758) 2024-11-12 02:45:16 +01:00
Tyler Wilding b55a918902 deps: commit rapidjson with 8 year old fix (#3755)
Fixes https://github.com/open-goal/jak-project/issues/3753 hopefully

Rapidjson is never cutting a release, ever, and even if they did, the
discord-rpc library is deprecated so it would never consume it.

Instead of updating 8 years worth of changes and praying that works, I
just made the alleged fix from 8 years ago and changed discord-rpc's
cmake to not pull from the release.
2024-11-10 11:57:50 -05:00
Tyler Wilding f8058f2138 Support Apple Silicon via Rosetta2 on MacOS Sequoia and Above (#3754) 2024-11-10 11:06:56 -05:00
OpenGOAL BotandOpenGOALBot e3efede029 CI: Periodic Controller Database Update (#3749)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-11-09 12:05:01 -05:00
Brendan Shanks 4604636593 Fix sprite3_3d.vert on macOS (#3750)
Fixes a regression in #3722.

```
[18:34] [error] Failed to compile vertex shader sprite3_3d:
ERROR: 0:122: '&' does not operate on 'unsigned int' and 'int'
ERROR: 0:129: Use of undeclared identifier 'xy0_vf19'
ERROR: 0:129: Use of undeclared identifier 'xy0_vf19'
ERROR: 0:144: '&' does not operate on 'unsigned int' and 'int'
ERROR: 0:151: Use of undeclared identifier 'xy0_vf19'
ERROR: 0:151: Use of undeclared identifier 'xy0_vf19'
```
2024-11-06 22:30:01 -05:00
Brendan Shanks 8930141b72 docs: Remove instructions to add go-task tap to Homebrew. (#3751)
Homebrew has its own formula for go-task which is up-to-date and
working.
2024-11-06 22:27:15 -05:00
water111andwater111 1e530714b7 [jak3] Fix for precd extraction (#3744)
It looks like one of the tie models in this level has bad color data in
the lowest LOD. For now, just skip extracting the lowest lod for this
TIE only.

Co-authored-by: water111 <[email protected]>
2024-11-03 11:43:27 -05:00
Hat Kid cbb8add81c jak2: fix consite crash (#3743)
Since #3735, loading consite in Jak 2 crashes due to an assert in the
code that handles the PC clut blender DMA. The unused and
half-implemented `kor-transform` texture animation doesn't have any
blenders as the texture names are commented out in the C++ definition
(and it seems that these textures are defined multiple times within
different tpages in the same DGO, leading to errors during startup if
uncommented), leading to a mismatch between the actual qwc in GOAL and
the assumed DMA data size in C++.
2024-11-03 10:45:31 +00:00
Hat Kid 10d7dabfd7 game: move pc-encode-utf8-string to common kmachine code (#3742)
Also adds formatter rules for a couple of macros.
2024-11-03 01:28:48 +01:00
Alex ba9085fee0 [jak2] Correct behavior of hint subtitles toggle (#3741)
Re-uses the existing "hinttitles" toggle that's already there, and makes
it not depend on if the main subtitles are on or not.
2024-11-02 18:28:20 +00:00
OpenGOAL BotandOpenGOALBot 5e8ea23c30 CI: Periodic Controller Database Update (#3737)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-10-28 21:36:26 -04:00
ZedB0T 2f0a90b693 Update LICENSE, and add jak 2/3 iso_data folders (#3738)
- Updates the LICENSE
- Adds empty Jak 2/3 folders to iso_data following the pattern
established by the jak1 folder.
2024-10-29 00:29:19 +01:00
Hat Kid 348bf83b89 custom levels: add draco lib to support compressed glb files (#3723)
By adding the `draco` library as a dependency, `tinygltf` can support
GLB files compressed with the Draco compression algorithm which allows
for drastically reduced file sizes for custom levels (TFL's Crescent Top
GLB for example went from 135 MB to 37 MB).
2024-10-28 21:11:19 +01:00
water111andwater111 dff9ac163a [custom levels] A few bug fixes (#3736)
- Bug fix to KD tree splitting, should fix cases with bad vertex
colors/alphas.
- Normalize normals instead of asserting if they are the wrong length.
**the fact that blender exports normals incorrectly is a bug and I doubt
their implementation is correct if you've scaled things on only on
axis.**
- Automatically resize metallic texture (envmap strength) if it doesn't
match the size of the rgb texture instead of asserting

Co-authored-by: water111 <[email protected]>
2024-10-27 12:31:41 -04:00
water111andwater111 1962fbfb51 [jak2,3] Support loading clut blender animated textures to the pool (#3735)
Animated textures that use the clut blender can now upload them to the
texture pool, so they can get read by the eye renderer. This will also
fix darkjak's eyelids in jak 2.


![image](https://github.com/user-attachments/assets/5edbd20d-53c9-42c6-937d-6263823b8b45)

Co-authored-by: water111 <[email protected]>
2024-10-27 09:21:44 -04:00
water111andwater111 5bc61c5854 [jak3] Support texture anim in TIE (#3734)
Support animated textures in TIE. Apparently this is also used in jak 2
for robotank and we never noticed??


https://github.com/user-attachments/assets/bfa45a1a-4a96-4b25-817a-4327afcc7c98

Co-authored-by: water111 <[email protected]>
2024-10-26 15:47:34 -04:00
water111andwater111 510b23163f [jak3] Misc texture anim fixes (#3732)
- fix issue where animated textures that use the size-override feature,
and aren't being animated would show up as black - fix for black water
in spargus
- fix issue where animated texture uses another animated texture as an
input wouldn't get the animated version.
- fix math mistake in how animated texture rotations are handled. This
could cause textures to not rotate when a positions were rotated, but
textures (st's) weren't.
- fix definition of the ring texture to handle
set-alpha-texture-anim-layer-func



![image](https://github.com/user-attachments/assets/979748b0-7abf-46a5-bf9d-693fb0ef34fb)


![image](https://github.com/user-attachments/assets/3011662c-bfec-4ce9-ad72-8853b3784f77)



https://github.com/user-attachments/assets/0242a59d-62bd-4799-8f6f-2a0aba63649f

Co-authored-by: water111 <[email protected]>
2024-10-26 14:32:55 -04:00
OpenGOAL BotandOpenGOALBot cb51bd3f5b CI: Periodic Controller Database Update (#3726)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-10-21 20:49:38 -04:00
Tyler Wilding e76a4399e5 game: Update game's GPU test to output the GPU vendor info (#3717)
This is so I can get rid of wgpu from the launcher, where it's only
purpose is to figure out the GPU name for the support package.

The problem with it is that on some environments, it errors, but the
function cannot have it's errors gracefully handled (it panics and
crashes instead).

So I'm tired of it, do it ourselves.


![image](https://github.com/user-attachments/assets/fa8ae365-b3f7-4794-81ed-fde0c2ffc651)
2024-10-19 15:56:43 -04:00
Tyler Wilding e144406c16 g/j2: make the turret controls respect the camera settings (#3715)
Fixes #3664
2024-10-19 15:16:40 -04:00
water111andwater111 d82b6209b6 [jak3] Fix neosat particles and tentacle (#3722)
Fixes issue with not handling texture flipping flags in sprite renderer
(new jak 3 feature). As far as I can tell, there is no visible
difference because the textures that use this flag are symmetric.

Fix issue with not adding an `and` with `0xf` on the offset into the xy
table. This is added only in jak 3, where `vi07`'s upper bits are
sometimes nonzero, but doesn't hurt to have in all three games.
```
  iaddi vi09, vi00, 0xf      |  nop                      
  iand vi07, vi07, vi09      |  nop  
```

![image](https://github.com/user-attachments/assets/559d749a-957a-47dc-af6a-5b4b7d72a65b)

Fix issue with inf/nan causing the tentacle to not appear:

![image](https://github.com/user-attachments/assets/7c316cdf-7ff8-452d-b4af-ddb8d5ba4e44)

---------

Co-authored-by: water111 <[email protected]>
2024-10-19 14:05:42 -04:00
water111andwater111 eac11b5b93 [jak3] Fix target marker texture (#3721)
Fixes https://github.com/open-goal/jak-project/issues/3720.

The texture page and texture name appear multiple times with different
IDs, meaning that we insert the texture with the wrong ID. Fixed by
using IDs for common_tpage textures. Since this common_tpage feature is
only used for minimap stuff, I don't think it can mess up texture
animations.


![image](https://github.com/user-attachments/assets/0d5d45e9-b69a-48b5-86c9-b9c597f0872e)

Co-authored-by: water111 <[email protected]>
2024-10-19 11:21:30 -04:00
Tyler Wilding a6680cc26d game: fix game icon aspect ratio (#3718) 2024-10-18 23:02:19 -04:00
massimilianodelliubaldiniandTyler Wilding 7dbacc72d3 Parameterize the iso_data folder for goalc (#3692)
I hope this is everything I needed, and nothing I didn't.

## What's Changed

This update adds a command-line parameter to goalc, `--iso-path`.
Providing a path to a directory like
`D:\Files\Repositories\ArchipelaGOAL\iso_data\jak1` will inform the
compiler to use that directory instead.

## Why is this useful?

When combined with `--proj-path`, the compiler can be pointed to a
completely different project folder, given the `(mi)` command, and
immediately begin building from that directory, with everything it
needs. This eliminates the need to copy `iso_data` to multiple `data`
directories.

If a subsequent change to the Launcher is made, each mod could be passed
an --iso-path pointing to a single shared folder, allowing mods to each
run their own REPL _without_ requiring a copy of `iso_data` in a
subfolder.

## Independent testing required!

My local repositories are a little suspect, with a mod, a fork of
mod-base, and a fork of jak-project, all on the same drive. My
decompiler_out and iso_data folders are in the mod repo, not mod-base
nor jak-project. So what I did was make the change in the mod-base fork,
point `--proj-path and --iso-path` to the mod folders, and then ran
`(mi)`. The output showed a build starting with no errors.

Then I had to create this PR, which my fork of mod-base is unable to do,
so I created a patch file, forked jak-project, then applied the patch
there.

All this is to say that it would be preferable if someone could apply
this code to their own installation and see if it works. Even I wouldn't
take my own word for this.

---------

Co-authored-by: Tyler Wilding <[email protected]>
2024-10-18 00:03:14 -04:00
OpenGOAL BotandOpenGOALBot b50652ce54 CI: Periodic Controller Database Update (#3714)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-10-14 15:23:43 -04:00
Hat Kid c623190bff decompiler: fix secret-disable form in defskelgroup detection (#3713) 2024-10-14 02:07:08 +02:00
OpenGOAL BotandOpenGOALBot a7a7110550 CI: Periodic Controller Database Update (#3711)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-10-07 21:22:12 -04:00
water111andwater111 10008caad1 [jak3] Add merc fade and support for no texture flag (#3710)
Fixes https://github.com/open-goal/jak-project/issues/3709


https://github.com/user-attachments/assets/9fadf624-60b8-460f-9887-693712cc36c0

Co-authored-by: water111 <[email protected]>
2024-10-05 14:47:13 -04:00
water111andwater111 452f1329dd [jak3] fix envmap texture and strength (#3704)
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 <[email protected]>
2024-10-05 12:53:57 -04:00
water111andwater111 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 <[email protected]>
2024-10-05 11:40:03 -04:00
Tyler Wilding eb544bcfc0 extractor: add error code messages around 3990 (#3699)
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) 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>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/peter-evans/create-pull-request/releases">peter-evans/create-pull-request's
releases</a>.</em></p>
<blockquote>
<h2>Create Pull Request v7.0.0</h2>
<p>✨ Now supports commit signing with bot-generated tokens! See
&quot;What's new&quot; below. ✍️🤖</p>
<h3>Behaviour changes</h3>
<ul>
<li>Action input <code>git-token</code> has been renamed
<code>branch-token</code>, to be more clear about its purpose. The
<code>branch-token</code> is the token that the action will use to
create and update the branch.</li>
<li>The action now handles requests that have been rate-limited by
GitHub. Requests hitting a primary rate limit will retry twice, for a
total of three attempts. Requests hitting a secondary rate limit will
not be retried.</li>
<li>The <code>pull-request-operation</code> output now returns
<code>none</code> when no operation was executed.</li>
<li>Removed deprecated output environment variable
<code>PULL_REQUEST_NUMBER</code>. Please use the
<code>pull-request-number</code> action output instead.</li>
</ul>
<h3>What's new</h3>
<ul>
<li>The action can now sign commits as <code>github-actions[bot]</code>
when using <code>GITHUB_TOKEN</code>, or your own bot when using <a
href="https://github.com/peter-evans/create-pull-request/blob/HEAD/docs/concepts-guidelines.md#authenticating-with-github-app-generated-tokens">GitHub
App tokens</a>. See <a
href="https://github.com/peter-evans/create-pull-request/blob/HEAD/docs/concepts-guidelines.md#commit-signature-verification-for-bots">commit
signing</a> for details.</li>
<li>Action input <code>draft</code> now accepts a new value
<code>always-true</code>. This will set the pull request to draft status
when the pull request is updated, as well as on creation.</li>
<li>A new action input <code>maintainer-can-modify</code> indicates
whether <a
href="https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/allowing-changes-to-a-pull-request-branch-created-from-a-fork">maintainers
can modify</a> the pull request. The default is <code>true</code>, which
retains the existing behaviour of the action.</li>
<li>A new output <code>pull-request-commits-verified</code> returns
<code>true</code> or <code>false</code>, indicating whether GitHub
considers the signature of the branch's commits to be verified.</li>
</ul>
<h2>What's Changed</h2>
<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
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3008">peter-evans/create-pull-request#3008</a></li>
<li>build(deps-dev): bump prettier from 3.3.2 to 3.3.3 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/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
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
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
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
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
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
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>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.41 to
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>
<li>build(deps): bump undici from 6.19.4 to 6.19.5 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3086">peter-evans/create-pull-request#3086</a></li>
<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
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3088">peter-evans/create-pull-request#3088</a></li>
<li>build(deps): bump undici from 6.19.5 to 6.19.7 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3145">peter-evans/create-pull-request#3145</a></li>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.43 to
18.19.44 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3144">peter-evans/create-pull-request#3144</a></li>
<li>Update distribution by <a
href="https://github.com/actions-bot"><code>@​actions-bot</code></a> in
<a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3154">peter-evans/create-pull-request#3154</a></li>
<li>build(deps): bump undici from 6.19.7 to 6.19.8 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3213">peter-evans/create-pull-request#3213</a></li>
<li>build(deps-dev): bump <code>@​types/node</code> from 18.19.44 to
18.19.45 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3214">peter-evans/create-pull-request#3214</a></li>
<li>Update distribution by <a
href="https://github.com/actions-bot"><code>@​actions-bot</code></a> in
<a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3221">peter-evans/create-pull-request#3221</a></li>
<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>
<li>build(deps-dev): bump ts-jest from 29.2.4 to 29.2.5 by <a
href="https://github.com/dependabot"><code>@​dependabot</code></a> in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3256">peter-evans/create-pull-request#3256</a></li>
<li>v7 - signed commits by <a
href="https://github.com/peter-evans"><code>@​peter-evans</code></a> in
<a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3057">peter-evans/create-pull-request#3057</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a
href="https://github.com/rustycl0ck"><code>@​rustycl0ck</code></a> made
their first contribution in <a
href="https://redirect.github.com/peter-evans/create-pull-request/pull/3057">peter-evans/create-pull-request#3057</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/peter-evans/create-pull-request/compare/v6.1.0...v7.0.0">https://github.com/peter-evans/create-pull-request/compare/v6.1.0...v7.0.0</a></p>
<h2>Create Pull Request v6.1.0</h2>
<p>✨ Adds <code>pull-request-branch</code> as an action output.</p>
<h2>What's Changed</h2>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/5e914681df9dc83aa4e4905692ca88beb2f9e91f"><code>5e91468</code></a>
fix: support symlinks when commit signing (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3359">#3359</a>)</li>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/2f38cd26bfebe301a5ee90bdd6550a69dc3ef23f"><code>2f38cd2</code></a>
fix: support submodules when commit signing (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3354">#3354</a>)</li>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/7a8aeac749996aed943101d8e7dfb0cecc06197e"><code>7a8aeac</code></a>
build(deps-dev): bump eslint from 8.57.0 to 8.57.1 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3344">#3344</a>)</li>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/d39d596a7720fc2c61c9aa5503097fb553431b5e"><code>d39d596</code></a>
build(deps-dev): bump <code>@​types/jest</code> from 29.5.12 to 29.5.13
(<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3343">#3343</a>)</li>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/f6f978fd3dc86c443f758f603d22dc554762c832"><code>f6f978f</code></a>
docs: correct suggestion for bot setup (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3342">#3342</a>)</li>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/6cd32fd93684475c31847837f87bb135d40a2b79"><code>6cd32fd</code></a>
fix: disable abbreviated commit shas in diff (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3337">#3337</a>)</li>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/d121e62763d8cc35b5fb1710e887d6e69a52d3a4"><code>d121e62</code></a>
fix: disable diff detection for renames and copies (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3330">#3330</a>)</li>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/f4d66f4d5a5a7e65a185463192800c32d296ac6d"><code>f4d66f4</code></a>
build(deps-dev): bump typescript from 5.5.4 to 5.6.2 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3319">#3319</a>)</li>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/488c869d17c8a5cb8a2f0a09471ed82c1d2a084f"><code>488c869</code></a>
build(deps-dev): bump <code>@​types/node</code> from 18.19.48 to
18.19.50 (<a
href="https://redirect.github.com/peter-evans/create-pull-request/issues/3320">#3320</a>)</li>
<li><a
href="https://github.com/peter-evans/create-pull-request/commit/5354f85616108575685a73a0ddd2f67c26a441c3"><code>5354f85</code></a>
docs: update readme</li>
<li>Additional commits viewable in <a
href="https://github.com/peter-evans/create-pull-request/compare/v6...v7">compare
view</a></li>
</ul>
</details>
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Signed-off-by: dependabot[bot] <[email protected]>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
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 BotandOpenGOALBot fedfb6fd09 CI: Periodic Controller Database Update (#3687)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
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
water111andwater111 f60a155c0f [jak3] Fix crash with volcano platforms (#3676)
Ended up being a simple fix to a stack type in rigid-body.

Co-authored-by: water111 <[email protected]>
2024-09-22 13:09:41 -04:00
water111andwater111 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 <[email protected]>
2024-09-22 12:41:38 -04:00
Ima_Door 58467c50fc ubuntu Dockerfile fix a missing dependency (#3667)
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 BotandOpenGOALBot 8d9966fd2c CI: Periodic Controller Database Update (#3666)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-09-21 14:54:08 -04:00
water111andwater111 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 <[email protected]>
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 BotandOpenGOALBot 69d879f901 CI: Periodic Controller Database Update (#3661)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
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
water111andwater111 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 <[email protected]>
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="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>
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</details>
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the PR or upgrade to it yourself)
- `@dependabot ignore this dependency` will close this PR and stop
Dependabot creating any more for this dependency (unless you reopen the
PR or upgrade to it yourself)


</details>

Signed-off-by: dependabot[bot] <[email protected]>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2024-09-01 09:26:37 -04:00
OpenGOAL BotandOpenGOALBot 8c71827974 CI: Periodic Controller Database Update (#3647)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
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
water111andwater111 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 <[email protected]>
2024-08-16 11:25:53 -04:00
OpenGOAL BotandOpenGOALBot b0cd59e6ba CI: Periodic Controller Database Update (#3635)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
2024-08-16 01:26:45 -04:00
AloqasandTyler Wilding 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 <[email protected]>
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 BotandOpenGOALBot 879f8cb5a2 CI: Periodic Controller Database Update (#3629)
Updating Controller Database

Co-authored-by: OpenGOALBot <[email protected]>
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
6835 changed files with 1413246 additions and 556795 deletions

No files matched your search

+2 -1
View File
@@ -1,6 +1,7 @@
name: "\U0001F41B Jak 1 Bug Report"
description: Create a bug report for Jak 1.
labels: ["bug", "jak1"]
labels: ["jak1"]
type: 'bug'
body:
- type: checkboxes
attributes:
+2 -1
View File
@@ -1,6 +1,7 @@
name: "\U0001F41B Jak 2 Bug Report"
description: Create a bug report for Jak 2.
labels: ["bug", "jak2"]
labels: ["jak2"]
type: 'bug'
body:
- type: checkboxes
attributes:
@@ -1,4 +1,10 @@
{
"3990": {
"msg": "Provided invalid or missing arguments"
},
"3991": {
"msg": "Input path(s) do not exist"
},
"4000": {
"msg": "Validation Failed: Cannot locate ELF"
},
+9 -9
View File
@@ -49,14 +49,14 @@ jobs:
name: "🍎 MacOS"
uses: ./.github/workflows/macos-build.yaml
with:
cmakePreset: "Release-macos-clang"
cmakePreset: "Release-macos-x86_64-clang"
cachePrefix: ""
secrets: inherit
# Q4 2023 there will hopefully be native arm64 runners
# https://github.com/github/roadmap/issues/528
# build_macos_arm:
# name: "🍎 MacOS"
# uses: ./.github/workflows/macos-build-arm.yaml
# with:
# cmakePreset: "Release-macos-clang"
# cachePrefix: ""
build_macos_arm:
name: "🍎 MacOS"
uses: ./.github/workflows/macos-build-arm.yaml
with:
cmakePreset: "Release-macos-x86_64-clang"
cachePrefix: ""
secrets: inherit
@@ -0,0 +1,98 @@
name: Compilation Check
on:
pull_request:
branches:
- master
jobs:
build:
name: Compare
runs-on: ubuntu-22.04
timeout-minutes: 60
steps:
- name: Checkout Repository
uses: actions/checkout@v4
with:
ref: master
- name: Install Package Dependencies
run: |
sudo apt update
sudo apt install build-essential cmake \
clang gcc g++ lcov make nasm libxrandr-dev \
libxinerama-dev libxcursor-dev libpulse-dev \
libxi-dev zip ninja-build libgl1-mesa-dev libssl-dev
- name: Setup sccache
uses: hendrikmuhs/[email protected]
with:
variant: sccache
key: linux-ubuntu-22.04--Release-linux-clang-static-${{ github.sha }}
restore-keys: linux-ubuntu-22.04--Release-linux-clang-static
max-size: 1000M
- name: CMake Generation (master)
env:
CC: clang
CXX: clang++
run: |
cmake -B build --preset=Release-linux-clang-static \
-DCMAKE_C_COMPILER_LAUNCHER=sccache \
-DCMAKE_CXX_COMPILER_LAUNCHER=sccache
- name: Build goalc (master)
run: |
cmake --build build --parallel $((`nproc`)) --target goalc
mv ./build ./build.master
- name: Checkout PR
uses: actions/checkout@v4
with:
clean: "false"
- name: CMake Generation (PR)
env:
CC: clang
CXX: clang++
run: |
cmake -B build --preset=Release-linux-clang-static \
-DCMAKE_C_COMPILER_LAUNCHER=sccache \
-DCMAKE_CXX_COMPILER_LAUNCHER=sccache
- name: Build goalc (PR)
run: cmake --build build --parallel $((`nproc`)) --target goalc
- name: Compile and preserve (master)
run: |
./build.master/goalc/goalc --game jak1 --cmd "(make-group \"all-code\")"
./build.master/goalc/goalc --game jak2 --cmd "(make-group \"all-code\")"
./build.master/goalc/goalc --game jak3 --cmd "(make-group \"all-code\")"
mv ./out/jak1/obj ./out/jak1/obj.master
mv ./out/jak2/obj ./out/jak2/obj.master
mv ./out/jak3/obj ./out/jak3/obj.master
- name: Compile and preserve (PR)
run: |
./build/goalc/goalc --game jak1 --cmd "(make-group \"all-code\")"
./build/goalc/goalc --game jak2 --cmd "(make-group \"all-code\")"
./build/goalc/goalc --game jak3 --cmd "(make-group \"all-code\")"
mv ./out/jak1/obj ./out/jak1/obj.pr
mv ./out/jak2/obj ./out/jak2/obj.pr
mv ./out/jak3/obj ./out/jak3/obj.pr
- name: Compare Results and Produce Report
run: |
ls -l ./out/jak1
ls -l ./out/jak2
ls -l ./out/jak3
set +e
python ./scripts/gsrc/compare-compilation-outputs.py --base "./out/jak1/obj.master,./out/jak2/obj.master,./out/jak3/obj.master" --compare "./out/jak1/obj.pr,./out/jak2/obj.pr,./out/jak3/obj.pr" --markdown
SCRIPT_EXIT_CODE=$?
cat ./comp-diff-report.md >> $GITHUB_STEP_SUMMARY
if [ "$SCRIPT_EXIT_CODE" -ne 0 ]; then
exit 1
fi
-35
View File
@@ -1,35 +0,0 @@
name: 🏭 Draft Release
on:
workflow_dispatch:
inputs:
bump:
description: 'Semver Bump Type'
required: true
default: 'patch'
type: choice
options:
- patch
- minor
- major
jobs:
cut-release:
runs-on: ubuntu-latest
steps:
# Docs - https://github.com/mathieudutour/github-tag-action
# Workflows cannot trigger other workflows implicitly
# - https://github.community/t/github-actions-workflow-not-triggering-with-tag-push/17053/7
- name: Bump Version and Push Tag
if: github.repository == 'open-goal/jak-project'
id: tag_version
uses: mathieudutour/[email protected]
with:
github_token: ${{ secrets.BOT_PAT }}
tag_prefix: v
default_bump: ${{ github.event.inputs.bump }}
- name: Create Release
env:
GITHUB_TOKEN: ${{ secrets.BOT_PAT }}
run: gh release create ${{ steps.tag_version.outputs.new_tag }} --generate-notes --draft --repo open-goal/jak-project
+2 -2
View File
@@ -12,7 +12,7 @@ jobs:
gen-docs:
name: Generate Documentation
if: github.repository == 'open-goal/jak-project'
runs-on: ubuntu-20.04
runs-on: ubuntu-22.04
timeout-minutes: 45
env: # overrides: https://github.com/mbitsnbites/buildcache/blob/master/doc/configuration.md
BUILDCACHE_MAX_CACHE_SIZE: 1000000000 # 1gb
@@ -35,7 +35,7 @@ jobs:
- name: Setup Buildcache
uses: mikehardy/[email protected]
with:
cache_key: linux-ubuntu-20.04--Release-linux-clang
cache_key: linux-ubuntu-22.04--Release-linux-clang
buildcache_tag: v0.28.1
- name: CMake Generation
+10 -10
View File
@@ -12,26 +12,24 @@ on:
jobs:
formatting:
name: 📝 Formatting
runs-on: ubuntu-20.04
runs-on: ubuntu-22.04
timeout-minutes: 10
steps:
- name: Checkout Repository
uses: actions/checkout@v4
# wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
# sudo add-apt-repository 'deb http://apt.llvm.org/focal/ llvm-toolchain-focal-15 main'
# sudo apt install clang-format-15
# --clang-format-executable $(which clang-format-15)
- name: Get Package Dependencies
run: |
sudo apt update
sudo apt install clang-format
clang-format -version
wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key | sudo apt-key add -
sudo add-apt-repository 'deb http://apt.llvm.org/jammy/ llvm-toolchain-jammy-18 main'
sudo apt install clang-format-18
clang-format-18 -version
- name: Check Clang-Formatting
run: |
chmod +x ./third-party/run-clang-format/run-clang-format.py
./third-party/run-clang-format/run-clang-format.py -r common decompiler game goalc test tools lsp --color always
./third-party/run-clang-format/run-clang-format.py -r common decompiler game goalc test tools lsp --color always --clang-format-executable $(which clang-format-18)
required-checks:
name: 📝 Required Checks
@@ -51,7 +49,9 @@ jobs:
run: python ./scripts/ci/check-for-asserts.py
- name: Check for Invalid Translation Characters
run: python ./scripts/ci/lint-characters.py
run: |
python ./scripts/ci/lint-characters.py
python ./scripts/ci/lint-autoglottonyms.py
optional-checks:
name: 📝 Optional Checks
@@ -67,6 +67,6 @@ jobs:
- name: Check for Removed goal_src/ Code
# FYI - if you run this `git diff` on windows, it creates a utf-16 LE file
run: |
git fetch origin
git fetch origin master
git diff origin/master > lint-changes.diff
python ./scripts/ci/lint-gsrc-removals.py
+14 -4
View File
@@ -17,13 +17,23 @@ on:
jobs:
build:
name: Clang
runs-on: ubuntu-20.04
runs-on: ubuntu-22.04
timeout-minutes: 60
steps:
# minimal checkout if we're NOT uploading artifacts
- name: Checkout Repository
if: ${{ ! inputs.uploadArtifacts }}
uses: actions/checkout@v4
# full checkout with tags if we ARE uploading artifacts
- name: Checkout Repository with Tags
if: ${{ inputs.uploadArtifacts }}
uses: actions/checkout@v4
with:
fetch-depth: 0
fetch-tags: true
- name: Install Package Dependencies
run: |
sudo apt update
@@ -33,11 +43,11 @@ jobs:
libxi-dev zip ninja-build libgl1-mesa-dev libssl-dev
- name: Setup sccache
uses: hendrikmuhs/[email protected]3
uses: hendrikmuhs/[email protected]8
with:
variant: sccache
key: linux-ubuntu-20.04-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
restore-keys: linux-ubuntu-20.04-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}
key: linux-ubuntu-22.04-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
restore-keys: linux-ubuntu-22.04-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}
max-size: 1000M
- name: CMake Generation
+5 -5
View File
@@ -13,7 +13,7 @@ on:
jobs:
build:
name: GCC
runs-on: ubuntu-20.04
runs-on: ubuntu-22.04
timeout-minutes: 60
steps:
@@ -34,11 +34,11 @@ jobs:
sudo update-alternatives --set g++ /usr/bin/g++-10
- name: Setup sccache
uses: hendrikmuhs/[email protected]3
uses: hendrikmuhs/[email protected]8
with:
variant: sccache
key: linux-ubuntu-20.04-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
restore-keys: linux-ubuntu-20.04-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}
key: linux-ubuntu-22.04-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
restore-keys: linux-ubuntu-22.04-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}
max-size: 1000M
- name: CMake Generation
@@ -52,7 +52,7 @@ jobs:
-DCMAKE_CXX_COMPILER_LAUNCHER=sccache
- name: Build Project
run: cmake --build build --parallel $((`nproc`)) -- -w dupbuild=warn
run: cmake --build build --parallel $((`nproc`))
- name: Run Tests
run: ./test.sh
+22 -9
View File
@@ -9,29 +9,30 @@ on:
cachePrefix:
required: true
type: string
uploadArtifacts:
required: false
type: boolean
default: false
jobs:
build:
name: ARM
runs-on: macos-12
runs-on: macos-15
timeout-minutes: 120
steps:
- name: Checkout Repository
uses: actions/checkout@v4
- name: Set up ARM64 environment
run: sudo softwareupdate --install-rosetta --agree-to-license
- name: Install Package Dependencies
run: arch -arm64 brew install cmake ninja
run: brew install cmake ninja nasm
- name: Setup sccache
uses: hendrikmuhs/[email protected]3
uses: hendrikmuhs/[email protected]8
with:
variant: sccache
key: macos-12-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
restore-keys: macos-12-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}
key: macos-15-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
restore-keys: macos-15-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}
max-size: 1000M
- name: CMake Generation
@@ -46,13 +47,25 @@ jobs:
- name: Build Project
run: cmake --build build --parallel $((`sysctl -n hw.logicalcpu`))
- name: List libraries of gk
run: otool -L ./build/game/gk
- name: Run Tests
run: ./test.sh
- name: Prepare artifacts
if: ${{ inputs.uploadArtifacts }}
run: |
strip ./build/goalc/goalc
strip ./build/decompiler/extractor
strip ./build/game/gk
strip ./build/lsp/lsp
- name: Upload artifact
uses: actions/upload-artifact@v4
if: ${{ inputs.uploadArtifacts }}
with:
name: opengoal-macos-${{ inputs.cachePrefix }}
name: opengoal-macos-arm-${{ inputs.cachePrefix }}
if-no-files-found: error
path: |
./build/goalc/goalc
+17 -4
View File
@@ -17,22 +17,32 @@ on:
jobs:
build:
name: Intel
runs-on: macos-12
runs-on: macos-13
timeout-minutes: 120
steps:
# minimal checkout if we're NOT uploading artifacts
- name: Checkout Repository
if: ${{ ! inputs.uploadArtifacts }}
uses: actions/checkout@v4
# full checkout with tags if we ARE uploading artifacts
- name: Checkout Repository with Tags
if: ${{ inputs.uploadArtifacts }}
uses: actions/checkout@v4
with:
fetch-depth: 0
fetch-tags: true
- name: Install Package Dependencies
run: brew install cmake nasm ninja
- name: Setup sccache
uses: hendrikmuhs/[email protected]3
uses: hendrikmuhs/[email protected]8
with:
variant: sccache
key: macos-12-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
restore-keys: macos-12-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}
key: macos-13-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
restore-keys: macos-13-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}
max-size: 1000M
- name: CMake Generation
@@ -47,6 +57,9 @@ jobs:
- name: Build Project
run: cmake --build build --parallel $((`sysctl -n hw.logicalcpu`))
- name: List libraries of gk
run: otool -L ./build/game/gk
- name: Run Tests
run: ./test.sh
+81 -12
View File
@@ -1,13 +1,52 @@
name: 🏭 Release Pipeline
name: 🏭 Draft Release
on:
push:
tags:
- v*
workflow_dispatch:
inputs:
bump:
description: 'Semver Bump Type'
required: true
default: 'patch'
type: choice
options:
- patch
- minor
- major
permissions:
contents: write
jobs:
cut_release:
name: Cut Release
runs-on: ubuntu-latest
outputs:
new_tag: ${{ steps.set_tag.outputs.new_tag }}
steps:
# Docs - https://github.com/mathieudutour/github-tag-action
- name: Bump Version and Push Tag
if: github.repository == 'open-goal/jak-project'
id: tag_version
uses: mathieudutour/[email protected]
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
tag_prefix: v
default_bump: ${{ github.event.inputs.bump }}
- name: Create Release
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: gh release create ${{ steps.tag_version.outputs.new_tag }} --generate-notes --draft --repo ${{ github.repository }}
- name: Output new tag
id: set_tag
run: |
echo "new_tag=${{ steps.tag_version.outputs.new_tag }}" >> $GITHUB_OUTPUT
# Windows
build_windows_clang:
needs:
- cut_release
name: "🖥️ Windows"
uses: ./.github/workflows/windows-build-clang.yaml
with:
@@ -18,6 +57,8 @@ jobs:
# Linux
build_linux_clang:
needs:
- cut_release
name: "🐧 Linux"
uses: ./.github/workflows/linux-build-clang.yaml
with:
@@ -28,25 +69,42 @@ jobs:
# macOS
build_macos_intel:
needs:
- cut_release
name: "🍎 MacOS"
uses: ./.github/workflows/macos-build.yaml
with:
cmakePreset: "Release-macos-clang-static"
cmakePreset: "Release-macos-x86_64-clang-static"
cachePrefix: "static"
uploadArtifacts: true
secrets: inherit
build_macos_arm:
needs:
- cut_release
name: "🍎 MacOS"
uses: ./.github/workflows/macos-build.yaml
with:
cmakePreset: "Release-macos-x86_64-clang-static"
cachePrefix: "static-arm"
uploadArtifacts: true
secrets: inherit
# Upload the Artifacts
upload_artifacts:
if: github.repository == 'open-goal/jak-project'
needs:
- cut_release
- build_windows_clang
- build_linux_clang
- build_macos_intel
- build_macos_arm
name: "Upload Artifacts"
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
with:
ref: ${{ needs.cut_release.outputs.new_tag }}
- name: Prepare Artifact Folder
run: mkdir -p ./ci-artifacts/final
@@ -64,7 +122,7 @@ jobs:
mkdir -p ./ci-artifacts/linux
./.github/scripts/releases/extract_build_unix.sh ./ci-artifacts/linux ./ci-artifacts/opengoal-linux-static ./
pushd ci-artifacts/linux
TAG_VAL=$(echo ${{ github.REF }} | awk -F'refs/tags/' '{print $2}')
TAG_VAL=${{ needs.cut_release.outputs.new_tag }}
tar czf ../final/opengoal-linux-${TAG_VAL}.tar.gz .
popd
chmod +x ./ci-artifacts/opengoal-linux-static/lsp/lsp
@@ -74,31 +132,42 @@ jobs:
run: |
mkdir -p ./ci-artifacts/windows
./.github/scripts/releases/extract_build_windows.sh ./ci-artifacts/windows ./ci-artifacts/opengoal-windows-static ./
TAG_VAL=$(echo ${{ github.REF }} | awk -F'refs/tags/' '{print $2}')
TAG_VAL=${{ needs.cut_release.outputs.new_tag }}
7z a -tzip ./ci-artifacts/final/opengoal-windows-${TAG_VAL}.zip ./ci-artifacts/windows/*
cp ./ci-artifacts/opengoal-windows-static/lsp.exe ./ci-artifacts/final/opengoal-lsp-windows-${TAG_VAL}.exe
- name: Prepare macOS Build Assets
- name: Prepare Intel macOS Build Assets
run: |
mkdir -p ./ci-artifacts/macos
./.github/scripts/releases/extract_build_unix.sh ./ci-artifacts/macos ./ci-artifacts/opengoal-macos-static ./
pushd ci-artifacts/macos
TAG_VAL=$(echo ${{ github.REF }} | awk -F'refs/tags/' '{print $2}')
TAG_VAL=${{ needs.cut_release.outputs.new_tag }}
tar czf ../final/opengoal-macos-intel-${TAG_VAL}.tar.gz .
popd
chmod +x ./ci-artifacts/opengoal-macos-static/lsp/lsp
cp ./ci-artifacts/opengoal-macos-static/lsp/lsp ./ci-artifacts/final/opengoal-lsp-macos-intel-${TAG_VAL}.bin
- name: Prepare ARM macOS Build Assets
run: |
mkdir -p ./ci-artifacts/macos-arm
./.github/scripts/releases/extract_build_unix.sh ./ci-artifacts/macos-arm ./ci-artifacts/opengoal-macos-static-arm ./
pushd ci-artifacts/macos-arm
TAG_VAL=${{ needs.cut_release.outputs.new_tag }}
tar czf ../final/opengoal-macos-arm-${TAG_VAL}.tar.gz .
popd
chmod +x ./ci-artifacts/opengoal-macos-static-arm/lsp/lsp
cp ./ci-artifacts/opengoal-macos-static-arm/lsp/lsp ./ci-artifacts/final/opengoal-lsp-macos-arm-${TAG_VAL}.bin
- name: Upload Assets
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
TAG_VAL=$(echo ${{ github.REF }} | awk -F'refs/tags/' '{print $2}')
TAG_VAL=${{ needs.cut_release.outputs.new_tag }}
gh release upload "${TAG_VAL}" ${{ github.WORKSPACE }}/ci-artifacts/final/* --repo open-goal/jak-project --clobber
- name: Publish Release
env:
GITHUB_TOKEN: ${{ secrets.BOT_PAT }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
run: |
TAG_VAL=$(echo ${{ github.REF }} | awk -F'refs/tags/' '{print $2}')
TAG_VAL=${{ needs.cut_release.outputs.new_tag }}
gh release edit ${TAG_VAL} --draft=false --repo open-goal/jak-project
+1 -1
View File
@@ -19,7 +19,7 @@ jobs:
wget -O ./game/assets/sdl_controller_db.txt https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
- name: Create Pull Request
uses: peter-evans/create-pull-request@v6
uses: peter-evans/create-pull-request@v7
with:
token: ${{ secrets.BOT_PAT }}
author: 'OpenGOALBot <[email protected]>'
+11 -1
View File
@@ -22,9 +22,19 @@ jobs:
timeout-minutes: 60
steps:
# minimal checkout if we're NOT uploading artifacts
- name: Checkout Repository
if: ${{ ! inputs.uploadArtifacts }}
uses: actions/checkout@v4
# full checkout with tags if we ARE uploading artifacts
- name: Checkout Repository with Tags
if: ${{ inputs.uploadArtifacts }}
uses: actions/checkout@v4
with:
fetch-depth: 0
fetch-tags: true
- name: Install NASM
# TODO - Simplify this with just the first command once choco 2.0 rolls out everywhere
run: |
@@ -36,7 +46,7 @@ jobs:
}
- name: Setup sccache
uses: hendrikmuhs/[email protected]3
uses: hendrikmuhs/[email protected]8
with:
variant: sccache
key: windows-2022-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
+1 -1
View File
@@ -31,7 +31,7 @@ jobs:
}
- name: Setup sccache
uses: hendrikmuhs/[email protected]3
uses: hendrikmuhs/[email protected]8
with:
variant: sccache
key: windows-2022-${{ inputs.cachePrefix }}-${{ inputs.cmakePreset }}-${{ github.sha }}
+5 -2
View File
@@ -1,6 +1,7 @@
# logs
/log
prof.json
/gpu-test.json
# for CMake
/Testing
@@ -9,7 +10,8 @@ prof.json
cmake-build-debug/*
cmake-build-debug--o0/*
.idea/*
build/*
build/
build.master/
/decompiler_out*
logs/*
profile_data/*
@@ -32,6 +34,7 @@ linux-default/
*.bin
*.log
*.p2s
out/
savestate-out/
savestate_out/
failures/
@@ -39,6 +42,7 @@ ee-results*.json
search-results.json
.env
/search-results.json
comp-diff-report.md
# graphics debug
debug_out/
@@ -67,7 +71,6 @@ custom_assets/jak3/merc_replacements/*
svnrev.h
common/versions/revision.h
ci-artifacts/
out/build/
__pycache__/
# sqlite stuff
+25 -1
View File
@@ -138,6 +138,19 @@
"-debug"
]
},
{
"type": "default",
"project": "CMakeLists.txt",
"projectTarget": "gk.exe (bin\\gk.exe)",
"name": "Game - GPU Test",
"args": [
"-v",
"--gpu-test",
"opengl",
"--gpu-test-out-path",
"./gpu-test.json"
]
},
{
"type": "default",
"project": "CMakeLists.txt",
@@ -233,6 +246,17 @@
"jak2"
]
},
{
"type": "default",
"project": "CMakeLists.txt",
"projectTarget": "goalc.exe (bin\\goalc.exe)",
"name": "REPL - Jak 3",
"args": [
"--user-auto",
"--game",
"jak3"
]
},
{
"type": "default",
"project": "CMakeLists.txt",
@@ -368,7 +392,7 @@
"projectTarget": "extractor.exe (bin\\extractor.exe)",
"name": "Tools - Extractor - Full",
"args": [
"\"E:\\ISOs\\Jak\\Jak 1.iso\""
"D:\\ISOs\\Jak\\Temp\\bad.iso"
]
},
{
+5 -1
View File
@@ -8,5 +8,9 @@
"editor.wordBasedSuggestions": "matchingDocuments",
"editor.snippetSuggestions": "top"
},
"cmake.configureOnOpen": false
"cmake.configureOnOpen": false,
"files.associations": {
"xhash": "cpp",
"vector": "cpp"
}
}
+21 -3
View File
@@ -2,6 +2,7 @@
cmake_minimum_required(VERSION 3.10)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
project(jak)
include(CTest)
@@ -31,6 +32,12 @@ if (EXISTS "${CMAKE_CURRENT_BINARY_DIR}/compile_commands.json" )
"${PROJECT_SOURCE_DIR}/build/compile_commands.json")
endif()
# NOTE - for SDL, i think SDL3 regressed this - https://github.com/libsdl-org/SDL/pull/6455
# a more recent issue - https://github.com/libsdl-org/SDL/issues/12078
if (APPLE)
enable_language(OBJC)
endif()
# Setup compiler flags
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
message(STATUS "Clang Detected - Setting Defaults")
@@ -43,6 +50,10 @@ if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
-Wall \
-Wno-c++11-narrowing \
-Wno-c++98-compat \
-Wno-deprecated-this-capture \
-Wno-missing-field-initializers \
-Wno-sign-compare \
-Wno-ignored-qualifiers \
-O3 \
-D_CRT_SECURE_NO_WARNINGS")
@@ -52,7 +63,7 @@ if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
# Note: this is only _reserved_ memory, not necessarily _committed_ memory
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${LDFLAGS} -Xlinker /STACK:16000000")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ggdb -g -Wextra")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ggdb -g")
endif()
# additional c++ and linker flags for release mode for our projects
@@ -192,6 +203,9 @@ include_directories(SYSTEM third-party/inja)
# TODO - probably integrate with ZSTD since we have it already
set(CURL_USE_LIBSSH2 OFF)
set(CURL_ZLIB OFF)
# suddenly became enabled on macOS atleast, only needed for unicode URLs
# wasn't being properly statically linked
set(USE_LIBIDN2 OFF)
if(WIN32)
set(CURL_USE_SCHANNEL ON) # native Windows SSL support
elseif(APPLE)
@@ -249,9 +263,9 @@ build_third_party_lib(zstd libzstd_static)
# build SDL
include(SDLOptions)
if(STATICALLY_LINK)
build_third_party_lib(SDL SDL2-static)
build_third_party_lib(SDL SDL3-static)
else()
build_third_party_lib(SDL SDL2)
build_third_party_lib(SDL SDL3-shared)
endif()
# build imgui
@@ -283,6 +297,10 @@ include(test/CMakeLists.txt)
build_third_party_lib(lzokay lzokay)
build_third_party_lib(stb_image stb_image)
# build draco library for tinygltf compression support
include_directories(third-party/draco/src)
add_subdirectory(third-party/draco)
add_compile_definitions(TINYGLTF_ENABLE_DRACO)
build_third_party_lib(tiny_gltf tiny_gltf)
build_third_party_lib(xdelta3 xdelta3)
+40 -8
View File
@@ -78,6 +78,22 @@
"CMAKE_INSTALL_PREFIX": "${sourceDir}/build/install/${presetName}"
}
},
{
"name": "base-macos-arm64",
"hidden": true,
"cacheVariables": {
"CMAKE_APPLE_SILICON_PROCESSOR": "arm64",
"CMAKE_OSX_ARCHITECTURES": "arm64"
}
},
{
"name": "base-macos-x86_64",
"hidden": true,
"cacheVariables": {
"CMAKE_APPLE_SILICON_PROCESSOR": "x86_64",
"CMAKE_OSX_ARCHITECTURES": "x86_64"
}
},
{
"name": "base-clang",
"hidden": true,
@@ -159,16 +175,32 @@
"inherits": ["base-linux-release", "base-clang"]
},
{
"name": "Release-macos-clang",
"displayName": "MacOS Release (clang)",
"description": "Build with Clang as Release without Debug Symbols",
"inherits": ["base-macos-release", "base-clang"]
"name": "Release-macos-arm64-clang",
"displayName": "MacOS ARM64 Release (clang)",
"description": "Build for ARM64 with Clang as Release without Debug Symbols",
"inherits": ["base-macos-release", "base-macos-arm64", "base-clang"]
},
{
"name": "Release-macos-clang-static",
"displayName": "MacOS Static Release (clang)",
"description": "Build with Clang as Release without Debug Symbols but statically linked",
"inherits": ["base-macos-release", "base-clang"],
"name": "Release-macos-x86_64-clang",
"displayName": "MacOS x86_64 Release (clang)",
"description": "Build for x86_64 with Clang as Release without Debug Symbols",
"inherits": ["base-macos-release", "base-macos-x86_64", "base-clang"]
},
{
"name": "Release-macos-arm64-clang-static",
"displayName": "MacOS ARM64 Static Release (clang)",
"description": "Build for ARM64 with Clang as Release without Debug Symbols but statically linked",
"inherits": ["base-macos-release", "base-macos-arm64", "base-clang"],
"cacheVariables": {
"STATICALLY_LINK": "true",
"ZYDIS_BUILD_SHARED_LIB": "OFF"
}
},
{
"name": "Release-macos-x86_64-clang-static",
"displayName": "MacOS x86_64 Static Release (clang)",
"description": "Build for x86_64 with Clang as Release without Debug Symbols but statically linked, requires MacOS Sequoia",
"inherits": ["base-macos-release", "base-macos-x86_64", "base-clang"],
"cacheVariables": {
"STATICALLY_LINK": "true",
"ZYDIS_BUILD_SHARED_LIB": "OFF"
+1 -1
View File
@@ -1,6 +1,6 @@
ISC License
Copyright (c) 2020-2022 OpenGOAL Team
Copyright (c) 2020-2025 OpenGOAL Team
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
+13 -11
View File
@@ -72,7 +72,7 @@ Our objectives are:
We support both Linux and Windows on x86-64.
> We do not support, or plan to support the ARM architecture. This means that this will not run on devices such as an M1 Mac or a mobile device.
> We do not support, or plan to support the ARM architecture. This means that this will not run on devices such as a mobile device.
### Current Status
@@ -127,7 +127,7 @@ Unfortunately you'll still need task runner on your local machine to run the gam
Install packages and init repository:
```sh
sudo apt install gcc make cmake build-essential g++ nasm clang-format libxrandr-dev libxinerama-dev libxcursor-dev libpulse-dev libxi-dev python libgl1-mesa-dev libssl-dev
sudo apt install gcc make cmake ninja-build build-essential g++ nasm clang-format libxrandr-dev libxinerama-dev libxcursor-dev libpulse-dev libxi-dev python libgl1-mesa-dev libssl-dev
sudo sh -c "$(curl --location https://taskfile.dev/install.sh)" -- -d -b /usr/local/bin
```
@@ -235,7 +235,7 @@ Then build the entire project as `Windows Release (clang)`. You can also press C
### MacOS
> NOTE: At this time you can only run the game on macOS if you have an Intel processor.
> NOTE: Running the game requires an Apple Silicon Mac running macOS Sequoia, or an Intel Mac.
Ensure that you have Xcode command line tools installed (this installs things like Apple Clang). If you don't, you can run the following command:
@@ -243,23 +243,25 @@ Ensure that you have Xcode command line tools installed (this installs things li
xcode-select --install
```
#### Intel Based
On Apple Silicon, Rosetta 2 also must be installed:
```bash
softwareupdate --install-rosetta
```
#### Building for x86_64
```bash
brew install go-task/tap/go-task
brew install cmake nasm ninja go-task clang-format
cmake -B build --preset=Release-macos-clang
cmake -B build --preset=Release-macos-x86_64-clang
cmake --build build --parallel $((`sysctl -n hw.logicalcpu`))
```
#### Apple Silicon
**Not Supported at This Time**
#### Building for ARM64 (experimental, unsupported)
```bash
brew install go-task/tap/go-task
brew install cmake ninja go-task clang-format
cmake -B build --preset=Release-macos-clang
cmake -B build --preset=Release-macos-arm64-clang
cmake --build build --parallel $((`sysctl -n hw.logicalcpu`))
```
+48 -29
View File
@@ -10,33 +10,33 @@ dotenv:
tasks:
# SETTINGS / CONFIGURATION
settings:
- 'python ./scripts/tasks/update-env.py --info'
- '{{.PYTHON}} ./scripts/tasks/update-env.py --info'
set-game-jak1:
- 'python ./scripts/tasks/update-env.py --game jak1'
- '{{.PYTHON}} ./scripts/tasks/update-env.py --game jak1'
set-game-jak2:
- 'python ./scripts/tasks/update-env.py --game jak2'
- '{{.PYTHON}} ./scripts/tasks/update-env.py --game jak2'
set-game-jak3:
- 'python ./scripts/tasks/update-env.py --game jak3'
- '{{.PYTHON}} ./scripts/tasks/update-env.py --game jak3'
set-decomp-ntscv1:
desc: "aka black label"
cmds:
- 'python ./scripts/tasks/update-env.py --decomp_config ntscv1'
- '{{.PYTHON}} ./scripts/tasks/update-env.py --decomp_config ntscv1'
set-decomp-ntscv2:
desc: "aka red label"
cmds:
- 'python ./scripts/tasks/update-env.py --decomp_config ntscv2'
- '{{.PYTHON}} ./scripts/tasks/update-env.py --decomp_config ntscv2'
set-decomp-pal:
desc: "PAL region version"
cmds:
- 'python ./scripts/tasks/update-env.py --decomp_config pal'
- '{{.PYTHON}} ./scripts/tasks/update-env.py --decomp_config pal'
set-decomp-ntscjp:
desc: "NTSC-J region version"
cmds:
- 'python ./scripts/tasks/update-env.py --decomp_config ntscjp'
- '{{.PYTHON}} ./scripts/tasks/update-env.py --decomp_config ntscjp'
set-decomp-ntscko:
desc: "NTSC-K region version"
cmds:
- 'python ./scripts/tasks/update-env.py --decomp_config ntscko'
- '{{.PYTHON}} ./scripts/tasks/update-env.py --decomp_config ntscko'
# GENERAL
extract:
desc: "Extracts the game's assets from './iso_data' with the set decompiler config"
@@ -67,6 +67,14 @@ tasks:
cmds:
- "{{.GK_BIN_RELEASE_DIR}}/gk -v --game {{.GAME}} -- -fakeiso -debug"
# DEVELOPMENT
gen-cmake:
desc: "Generate the CMake"
cmds:
- "cmake -B build --preset={{.CMAKE_PRESET}}"
build:
desc: "Build the project using the generated CMake"
cmds:
- "cmake --build build --parallel {{.CMAKE_NUM_THREADS}}"
repl:
desc: "Start the REPL"
preconditions:
@@ -83,9 +91,9 @@ tasks:
format:
desc: "Format code"
cmds:
- cmd: python ./scripts/cpp/format-includes.py
- cmd: python ./scripts/ci/lint-trailing-whitespace.py --fix
- cmd: python ./third-party/run-clang-format/run-clang-format.py -r common decompiler game goalc test tools lsp -i
- cmd: '{{.PYTHON}} ./scripts/cpp/format-includes.py'
- cmd: '{{.PYTHON}} ./scripts/ci/lint-trailing-whitespace.py --fix'
- cmd: '{{.PYTHON}} ./third-party/run-clang-format/run-clang-format.py -r common decompiler game goalc test tools lsp -i'
- task: format-json
format-gsrc:
desc: "Run formatter on gsrc file"
@@ -103,28 +111,28 @@ tasks:
- "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler \"./decompiler/config/{{.DECOMP_CONFIG}}\" \"./iso_data\" \"./decompiler_out\" --version \"{{.DECOMP_CONFIG_VERSION}}\" --config-override '{\"decompile_code\": true, \"levels_extract\": false, \"allowed_objects\": [\"{{.FILE}}\"]}'"
decomp-clean:
cmds:
- python ./scripts/tasks/clean-decomp.py --game "{{.GAME}}"
- '{{.PYTHON}} ./scripts/tasks/clean-decomp.py --game "{{.GAME}}"'
lint-gsrc-file:
cmds:
- python ./scripts/gsrc/lint-gsrc-file.py --game {{.GAME}} --file "{{.FILE}}"
- '{{.PYTHON}} ./scripts/gsrc/lint-gsrc-file.py --game {{.GAME}} --file "{{.FILE}}"'
update-gsrc:
cmds:
- python ./scripts/gsrc/update-gsrc-via-refs.py --game "{{.GAME}}" --decompiler "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler" --decompiler_config {{.DECOMP_CONFIG}} --version {{.DECOMP_CONFIG_VERSION}}
- '{{.PYTHON}} ./scripts/gsrc/update-gsrc-via-refs.py --game "{{.GAME}}" --decompiler "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler" --decompiler_config {{.DECOMP_CONFIG}} --version {{.DECOMP_CONFIG_VERSION}}'
update-gsrc-glob:
cmds:
- python ./scripts/gsrc/update-gsrc-via-refs.py --game "{{.GAME}}" --file_pattern "{{.GLOB}}" --decompiler "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler" --decompiler_config {{.DECOMP_CONFIG}} --version {{.DECOMP_CONFIG_VERSION}}
- '{{.PYTHON}} ./scripts/gsrc/update-gsrc-via-refs.py --game "{{.GAME}}" --file_pattern "{{.GLOB}}" --decompiler "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler" --decompiler_config {{.DECOMP_CONFIG}} --version {{.DECOMP_CONFIG_VERSION}}'
update-gsrc-file:
cmds:
- task: decomp-file
- python ./scripts/gsrc/update-from-decomp.py --game "{{.GAME}}" --file "{{.FILE}}"
- '{{.PYTHON}} ./scripts/gsrc/update-from-decomp.py --game "{{.GAME}}" --file "{{.FILE}}"'
- task: lint-gsrc-file
copy-common-naming:
cmds:
- python ./scripts/gsrc/copy-common-naming.py --file "{{.FILE}}" --decompiler "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler"
- '{{.PYTHON}} ./scripts/gsrc/copy-common-naming.py --file "{{.FILE}}" --decompiler "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler"'
- task: format-json
copy-common-naming-from-refs:
cmds:
- python ./scripts/gsrc/copy-common-naming.py --update-names-from-refs --decompiler "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler"
- '{{.PYTHON}} ./scripts/gsrc/copy-common-naming.py --update-names-from-refs --decompiler "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler"'
- task: format-json
# ASSET RIPPING
rip-textures:
@@ -136,13 +144,16 @@ tasks:
rip-collision:
cmds:
- "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler \"./decompiler/config/{{.DECOMP_CONFIG}}\" \"./iso_data\" \"./decompiler_out\" --version \"{{.DECOMP_CONFIG_VERSION}}\" --config-override '{\"decompile_code\": false, \"levels_extract\": true, \"extract_collision\": true, \"rip_collision\": true}'"
rip-audio:
cmds:
- "{{.DECOMP_BIN_RELEASE_DIR}}/decompiler \"./decompiler/config/{{.DECOMP_CONFIG}}\" \"./iso_data\" \"./decompiler_out\" --version \"{{.DECOMP_CONFIG_VERSION}}\" --config-override '{\"decompile_code\": false, \"levels_extract\": true, \"rip_streamed_audio\": true}'"
# TOOLS
analyze-ee-memory:
cmds:
- python ./scripts/tasks/extract-zip.py --file "{{.FILE}}" --out ./savestate_out/
- '{{.PYTHON}} ./scripts/tasks/extract-zip.py --file "{{.FILE}}" --out ./savestate_out/'
- '{{.MEMDUMP_BIN_RELEASE_DIR}}/memory_dump_tool ./savestate_out/eeMemory.bin --output-path ./ --game {{.GAME}} > ee-analysis.log'
watch-pcsx2:
# python -m pip install -U "watchdog[watchmedo]"
# {{.PYTHON}} -m pip install -U "watchdog[watchmedo]"
cmds:
- watchmedo shell-command --drop --patterns="*.p2s" --recursive --command='task analyze-ee-memory FILE="${watch_src_path}"' "{{.SAVESTATE_DIR}}"
vars:
@@ -155,15 +166,23 @@ tasks:
desc: Updates locally built tree-sitter rules
cmds:
- cd ../tree-sitter-opengoal && yarn gen
- python ./scripts/tasks/cp.py --src "../tree-sitter-opengoal/src/*" --dest "./third-party/tree-sitter/tree-sitter-opengoal"
- python ./scripts/tasks/cp.py --src "../tree-sitter-opengoal/grammar.js" --dest "./third-party/tree-sitter/tree-sitter-opengoal"
- '{{.PYTHON}} ./scripts/tasks/cp.py --src "../tree-sitter-opengoal/src/*" --dest "./third-party/tree-sitter/tree-sitter-opengoal"'
- '{{.PYTHON}} ./scripts/tasks/cp.py --src "../tree-sitter-opengoal/grammar.js" --dest "./third-party/tree-sitter/tree-sitter-opengoal"'
fix-translations:
desc: Finds and tries to fix invalid translation Characters
cmds:
- python ./scripts/ci/lint-characters.py --fix
- '{{.PYTHON}} ./scripts/ci/lint-characters.py --fix'
- '{{.PYTHON}} ./scripts/ci/lint-autoglottonyms.py --fix'
lint:
cmds:
- python ./scripts/ci/lint-trailing-whitespace.py
- '{{.PYTHON}} ./scripts/ci/lint-trailing-whitespace.py'
run-gpu-test:
desc: "Runs the game's built in GPU test"
preconditions:
- sh: test -f {{.GK_BIN_RELEASE_DIR}}/gk{{.EXE_FILE_EXTENSION}}
msg: "Couldn't locate runtime executable in '{{.GK_BIN_RELEASE_DIR}}/gk'"
cmds:
- "{{.GK_BIN_RELEASE_DIR}}/gk -v --gpu-test opengl --gpu-test-out-path ./gpu-test.json"
# TESTS
offline-tests: # ran by jenkins
cmds:
@@ -177,17 +196,17 @@ tasks:
# TODO - amalgamate offline-tests and this task, run twice if the previous step fails
update-ref-tests:
cmds:
- cmd: python ./scripts/tasks/delete-file-or-folder.py --path failures
- cmd: '{{.PYTHON}} ./scripts/tasks/delete-file-or-folder.py --path failures'
- cmd: '{{.OFFLINETEST_BIN_RELEASE_DIR}}/offline-test --iso_data_path "./iso_data/{{.GAME}}" --game {{.GAME}} --pretty-print --num_threads 32 --dump_current_output --fail-on-cmp'
ignore_error: true
- python ./scripts/update_decomp_reference.py ./failures ./test/decompiler/reference/ --game {{.GAME}}
- '{{.PYTHON}} ./scripts/update_decomp_reference.py ./failures ./test/decompiler/reference/ --game {{.GAME}}'
- task: offline-tests-fast
update-ref-file:
cmds:
- cmd: python ./scripts/tasks/delete-file-or-folder.py --path failures
- cmd: '{{.PYTHON}} ./scripts/tasks/delete-file-or-folder.py --path failures'
- cmd: '{{.OFFLINETEST_BIN_RELEASE_DIR}}/offline-test --iso_data_path "./iso_data/{{.GAME}}" --file {{.FILE}} --game {{.GAME}} --dump_current_output --fail-on-cmp'
ignore_error: true
- python ./scripts/update_decomp_reference.py ./failures ./test/decompiler/reference/ --game {{.GAME}}
- '{{.PYTHON}} ./scripts/update_decomp_reference.py ./failures ./test/decompiler/reference/ --game {{.GAME}}'
- task: offline-test-file
type-test:
cmds:
+8
View File
@@ -15,6 +15,13 @@ function(write_revision_h)
OUTPUT_VARIABLE GIT_TAG
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET)
# To support being on a commit with mutiple tags
if(${GIT_TAG} MATCHES "\n")
string(REPLACE "\n" ";" GIT_TAG_LIST "${GIT_TAG}")
list(LENGTH GIT_TAG_LIST GIT_TAG_LIST_LENGTH)
math(EXPR GIT_TAG_LAST_INDEX "${GIT_TAG_LIST_LENGTH} - 1")
list(GET GIT_TAG_LIST ${GIT_TAG_LAST_INDEX} GIT_TAG)
endif()
endif()
file(WRITE ${CMAKE_CURRENT_SOURCE_DIR}/versions/revision.h "#define BUILT_TAG \"${GIT_TAG}\"\n#define BUILT_SHA \"${GIT_SHORT_SHA}\"\n")
endfunction()
@@ -88,6 +95,7 @@ add_library(common
util/Timer.cpp
util/unicode_util.cpp
util/gltf_util.cpp
util/image_resize.cpp
versions/versions.cpp
)
+1 -1
View File
@@ -3,7 +3,7 @@
#include "common/log/log.h"
#include "common/util/BinaryWriter.h"
#include "fmt/core.h"
#include "fmt/format.h"
/*!
* Write a wave file from a vector of samples.
+1 -1
View File
@@ -11,7 +11,7 @@
#include "common/goal_constants.h"
#include "common/util/Timer.h"
#include "fmt/core.h"
#include "fmt/format.h"
#ifdef __linux
#include <fcntl.h>
+1 -1
View File
@@ -19,7 +19,7 @@
#include <stdio.h>
#include <string.h>
#include "fmt/core.h"
#include "fmt/format.h"
#include "common/log/log.h"
// clang-format on
+1 -1
View File
@@ -5,7 +5,7 @@
#include "common/cross_sockets/XSocket.h"
#include "common/log/log.h"
#include "fmt/core.h"
#include "fmt/format.h"
// clang-format off
#ifdef _WIN32
+1 -1
View File
@@ -4,7 +4,7 @@
#include "common/cross_sockets/XSocket.h"
#include "common/common_types.h"
#include "fmt/core.h"
#include "fmt/format.h"
#ifdef _WIN32
#define NOMINMAX
+32 -13
View File
@@ -93,10 +93,8 @@ math::Vector3f vopmsub(math::Vector3f acc, math::Vector3f a, math::Vector3f b) {
}
/*!
* Compute the normal transformation for a TIE from the TIE matrix.
* Note that this isn't identical to the original game - we're missing the vf14 scaling factor
* For now, I just set this to 1, then normalize in the shader. Though I think we could avoid
* this by figuring out the value of vf14 here (I am just too lazy right now).
* Compute the normal transformation for a TIE from the TIE matrix. This will return properly scaled
* normals.
*/
std::array<math::Vector3f, 3> tie_normal_transform_v2(const std::array<math::Vector4f, 4>& m) {
// let:
@@ -186,11 +184,21 @@ std::array<math::Vector3f, 3> tie_normal_transform_v2(const std::array<math::Vec
// sqc2 vf12, -80(t8)
}
s16 saturate_for_s10(s16 s10) {
// our error should be 1 or less as an s8, or 4 as a s10.
ASSERT(s10 >= -520 && s10 < 520);
if (s10 < -512) {
return -512;
}
if (s10 > 511) {
return 511;
}
return s10;
}
u32 pack_to_gl_normal(s16 nx, s16 ny, s16 nz) {
ASSERT(nx >= -512 && nx <= 511);
ASSERT(ny >= -512 && ny <= 511);
ASSERT(nz >= -512 && nz <= 511);
return (nx & 0x3ff) | ((ny & 0x3ff) << 10) | ((nz & 0x3ff) << 20);
return (saturate_for_s10(nx) & 0x3ff) | ((saturate_for_s10(ny) & 0x3ff) << 10) |
((saturate_for_s10(nz) & 0x3ff) << 20);
}
/*!
@@ -202,10 +210,10 @@ u32 unpack_tie_normal(const std::array<math::Vector3f, 3>& mat, s8 nx, s8 ny, s8
nrm += mat[0] * nx;
nrm += mat[1] * ny;
nrm += mat[2] * nz;
// convert to s16 for OpenGL renderer
// nrm /= 0x100; // number from EE asm
// nrm *= 0x200; // for normalized s10 -> float conversion by OpenGL.
nrm *= 2; // for normalized s10 -> float conversion by OpenGL.
// game used signed 8-bit normals, but OpenGL uses signed 10-bit
// multiply by 2^2 = 4
nrm *= 4;
auto as_int = nrm.cast<s16>();
@@ -304,13 +312,15 @@ void TieTree::unpack() {
for (auto& draw : static_draws) {
draw.unpacked.idx_of_first_idx_in_full_buffer = unpacked.indices.size();
ASSERT(draw.plain_indices.empty());
// indices can come from either runs or already in plain indices.
for (auto& run : draw.runs) {
for (u32 ri = 0; ri < run.length; ri++) {
unpacked.indices.push_back(run.vertex0 + ri);
}
unpacked.indices.push_back(UINT32_MAX);
}
unpacked.indices.insert(unpacked.indices.end(), draw.plain_indices.begin(),
draw.plain_indices.end());
}
}
@@ -406,6 +416,8 @@ void TieTree::serialize(Serializer& ser) {
colors.serialize(ser);
bvh.serialize(ser);
ser.from_ptr(&use_strips);
ser.from_ptr(&has_per_proto_visibility_toggle);
ser.from_string_vector(&proto_names);
}
@@ -850,4 +862,11 @@ std::size_t PreloadedVertex::hash::operator()(const PreloadedVertex& v) const {
std::hash<float>()(v.s) ^ std::hash<float>()(v.t) ^ std::hash<u16>()(v.color_index);
}
std::size_t PackedTieVertices::Vertex::hash::operator()(const Vertex& v) const {
return std::hash<float>()(v.x) ^ std::hash<float>()(v.y) ^ std::hash<float>()(v.z) ^
std::hash<float>()(v.r) ^ std::hash<float>()(v.g) ^ std::hash<float>()(v.b) ^
std::hash<float>()(v.a) ^ std::hash<float>()(v.s) ^ std::hash<float>()(v.t) ^
std::hash<float>()(v.nx) ^ std::hash<float>()(v.ny) ^ std::hash<float>()(v.nz);
}
} // namespace tfrag3
+14 -2
View File
@@ -18,7 +18,7 @@ namespace tfrag3 {
// - if changing any large things (vertices, vis, bvh, colors, textures) update get_memory_usage
// - if adding a new category to the memory usage, update extract_level to print it.
constexpr int TFRAG3_VERSION = 41;
constexpr int TFRAG3_VERSION = 43;
enum MemoryUsageCategory {
TEXTURE,
@@ -116,6 +116,16 @@ struct PackedTieVertices {
float s, t;
s8 nx, ny, nz;
u8 r, g, b, a;
struct hash {
std::size_t operator()(const Vertex& x) const;
};
bool operator==(const Vertex& other) const {
return x == other.x && y == other.y && z == other.z && s == other.s && t == other.t &&
nx == other.nx && ny == other.ny && nz == other.nz && r == other.r && g == other.g &&
b == other.b && a == other.a;
}
};
struct MatrixGroup {
@@ -231,7 +241,7 @@ struct ShrubDraw {
struct InstancedStripDraw {
DrawMode mode; // the OpenGL draw settings.
u32 tree_tex_id = 0; // the texture that should be bound for the draw
s32 tree_tex_id = 0; // the texture that should be bound for the draw
// the list of vertices in the draw. This includes the restart code of UINT32_MAX that OpenGL
// will use to start a new strip.
@@ -420,6 +430,8 @@ struct TieTree {
bool has_per_proto_visibility_toggle = false;
std::vector<std::string> proto_names;
bool use_strips = true;
struct {
std::vector<PreloadedVertex> vertices; // mesh vertices
std::vector<u32> indices;
+1 -1
View File
@@ -2,7 +2,7 @@
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
std::string DmaTag::print() const {
std::string result;
+2 -2
View File
@@ -11,7 +11,7 @@
#include "common/common_types.h"
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
struct DmaStats {
double sync_time_ms = 0;
@@ -37,7 +37,7 @@ struct DmaTag {
DmaTag(u64 value) {
spr = (value >> 63);
addr = (value >> 32) & 0x7fffffff;
qwc = value & 0xfff;
qwc = value & 0xffff;
kind = Kind((value >> 28) & 0b111);
}
+1 -1
View File
@@ -6,7 +6,7 @@
#include "common/log/log.h"
#include "common/util/Timer.h"
#include "fmt/core.h"
#include "fmt/format.h"
/*!
* Convert a DMA chain to an array of bytes that can be directly fed to VIF.
-1
View File
@@ -2,7 +2,6 @@
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
std::string reg_descriptor_name(GifTag::RegisterDescriptor reg) {
+2 -2
View File
@@ -6,12 +6,12 @@
#include "common/formatter/rules/rule_config.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "common/util/ast_util.h"
#include "common/util/string_util.h"
#include "tree_sitter/api.h"
#include "fmt/core.h"
#include "fmt/format.h"
#include "fmt/ranges.h"
// Declare the `tree_sitter_opengoal` function, which is
// implemented by the `tree-sitter-opengoal` library.
+2 -2
View File
@@ -2,7 +2,7 @@
#include "common/util/string_util.h"
#include "fmt/core.h"
#include "fmt/format.h"
std::string get_source_code(const std::string& source, const TSNode& node) {
uint32_t start = ts_node_start_byte(node);
@@ -143,7 +143,7 @@ void FormatterTree::construct_formatter_tree_recursive(const std::string& source
}
for (size_t i = 0; i < ts_node_child_count(curr_node); i++) {
const auto child_node = ts_node_child(curr_node, i);
auto debug_child = ts_node_string(child_node);
[[maybe_unused]] auto debug_child = ts_node_string(child_node);
const auto contents = get_source_code(source, child_node);
bool skip_node = false;
for (const auto& skippable_content : skippable_nodes) {
+1 -1
View File
@@ -46,7 +46,7 @@ class FormatterTreeNode {
FormatterTreeNode() = default;
FormatterTreeNode(const std::string& source, const TSNode& node);
FormatterTreeNode(const Metadata& _metadata) : metadata(_metadata){};
FormatterTreeNode(const Metadata& _metadata) : metadata(_metadata) {};
bool is_list() const { return !token.has_value(); }
std::string token_str() const {
+1 -1
View File
@@ -4,7 +4,7 @@
#include "common/util/string_util.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace formatter_rules {
+44
View File
@@ -168,6 +168,39 @@ static FormFormattingConfig new_deftype_rule(
return cfg;
}
static FormFormattingConfig new_defproc_rule(
int start_index,
int num_columns_to_compute_widths,
const std::vector<int>& inlining_preventation_indices) {
FormFormattingConfig cfg;
cfg.has_constant_pairs = true;
cfg.config_set = true;
cfg.hang_forms = false;
cfg.inline_until_index = [start_index](std::vector<std::string> curr_lines) {
// if (curr_lines.size() >= 4 && curr_lines.at(3) == "()") {
// return 4;
// }
return start_index;
};
for (const auto& index : inlining_preventation_indices) {
auto temp_config = std::make_shared<FormFormattingConfig>();
temp_config->config_set = true;
temp_config->prevent_inlining = true;
temp_config->hang_forms = false;
temp_config->indentation_width = 1;
auto temp_list_config = std::make_shared<FormFormattingConfig>();
temp_list_config->force_inline = false;
temp_list_config->hang_forms = false;
temp_config->default_index_config = temp_list_config;
if (index == 3) {
temp_config->determine_column_widths_for_list_elements = true;
temp_config->num_columns_to_compute_widths = num_columns_to_compute_widths;
}
cfg.index_configs.emplace(index, temp_config);
}
return cfg;
}
static FormFormattingConfig new_binding_rule(int form_head_width) {
FormFormattingConfig cfg;
cfg.config_set = true;
@@ -253,12 +286,16 @@ const std::unordered_map<std::string, FormFormattingConfig> opengoal_form_config
{"defmethod", new_defmethod_rule(3)},
{"lambda", new_lambda_rule(2)},
{"deftype", new_deftype_rule(3, 1, {3, 4, 5, 6})},
{"defproc", new_defproc_rule(3, 1, {3, 4, 5, 6})},
{"suspend-for", new_flow_rule(2)},
{"spawn-proc", new_flow_rule(2)},
{"defun", new_flow_rule(3)},
{"defun-recursive", new_flow_rule(4)},
{"defun-debug-recursive", new_flow_rule(4)},
{"defun-debug", new_flow_rule(3)},
{"defbehavior", new_flow_rule(4)},
{"if", new_inlineable_flow_rule(2)},
{"aif", new_inlineable_flow_rule(2)},
{"#if", new_inlineable_flow_rule(2)},
{"define", new_permissive_flow_rule()},
{"def-mips2c", new_permissive_flow_rule()},
@@ -269,10 +306,14 @@ const std::unordered_map<std::string, FormFormattingConfig> opengoal_form_config
{"declare-type", new_permissive_flow_rule()},
{"defmacro", new_function_rule(3)},
{"desfun", new_function_rule(3)},
{"def-actor", new_flow_rule(2, true)},
{"defskelgroup", new_flow_rule(2, true)},
{"defpartgroup", new_flow_rule(2, true)},
{"defpart", new_flow_rule(2, true)},
{"defstate", new_defstate_rule(3, true)},
{"defevent", new_flow_rule(2)},
{"event", new_flow_rule(1)},
{"defpost", new_flow_rule(2)},
{"behavior", new_flow_rule(2)},
{"dotimes", new_flow_rule(2)},
{"dolist", new_flow_rule(2)},
@@ -281,12 +322,15 @@ const std::unordered_map<std::string, FormFormattingConfig> opengoal_form_config
{"protect", new_binding_rule(4)},
{"let*", new_binding_rule(5)},
{"rlet", new_binding_rule(5)},
{"mlet", new_binding_rule(5)},
{"when", new_flow_rule(2)},
{"awhen", new_flow_rule(2)},
{"unless", new_flow_rule(2)},
{"with-profiler", new_flow_rule(2)},
{"with-pc", new_flow_rule(0)},
{"#unless", new_flow_rule(2)},
{"#when", new_flow_rule(2)},
{"#when-game", new_flow_rule(2)},
{"countdown", new_flow_rule(2)},
{"until", new_flow_rule(2)},
{"loop", new_flow_rule(0)},
+1 -1
View File
@@ -9,7 +9,7 @@
#include "common/util/FileUtil.h"
#include "common/common_types.h"
#include "fmt/core.h"
#include "fmt/format.h"
#include "third-party/json.hpp"
#ifdef OS_POSIX
+1 -1
View File
@@ -47,7 +47,7 @@ class GlobalProfiler {
};
struct ScopedEvent {
ScopedEvent(GlobalProfiler* _prof) : prof(_prof){};
ScopedEvent(GlobalProfiler* _prof) : prof(_prof) {};
ScopedEvent(const ScopedEvent&) = delete;
ScopedEvent& operator=(const ScopedEvent&) = delete;
GlobalProfiler* prof = nullptr;
+7 -15
View File
@@ -16,7 +16,9 @@
#include "common/util/string_util.h"
#include "common/util/unicode_util.h"
#include "fmt/core.h"
#include "fmt/args.h"
#include "fmt/base.h"
#include "fmt/format.h"
namespace goos {
Interpreter::Interpreter(const std::string& username) {
@@ -1769,26 +1771,16 @@ Object Interpreter::eval_format(const Object& form,
throw_eval_error(form, "format string must be a string");
}
// Note: this might be relying on internal implementation details of libfmt to work properly
// and isn't a great solution.
std::vector<fmt::basic_format_arg<fmt::format_context>> args2;
std::vector<std::string> strings;
fmt::dynamic_format_arg_store<fmt::format_context> arg_store;
for (size_t i = 2; i < args.unnamed.size(); i++) {
if (args.unnamed.at(i).is_string()) {
strings.push_back(args.unnamed.at(i).as_string()->data);
arg_store.push_back(args.unnamed.at(i).as_string()->data);
} else {
strings.push_back(args.unnamed.at(i).print());
arg_store.push_back(args.unnamed.at(i).print());
}
}
for (auto& x : strings) {
args2.push_back(fmt::detail::make_arg<fmt::format_context>(x));
}
auto formatted =
fmt::vformat(format_str.as_string()->data,
fmt::format_args(args2.data(), static_cast<unsigned>(args2.size())));
auto formatted = fmt::vformat(format_str.as_string()->data, arg_store);
if (truthy(dest)) {
lg::print("{}", formatted.c_str());
}
+1 -1
View File
@@ -47,7 +47,7 @@
#include "common/util/crc32.h"
#include "common/util/print_float.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace goos {
+15 -1
View File
@@ -57,6 +57,8 @@
#include "common/util/Assert.h"
#include "common/util/crc32.h"
#include "fmt/format.h"
namespace goos {
/*!
@@ -234,10 +236,14 @@ class Object {
ObjectType type = ObjectType::INVALID;
private:
bool disallow_hex_for_int = false;
public:
std::string print() const {
switch (type) {
case ObjectType::INTEGER:
return integer_obj.print();
return disallow_hex_for_int ? fmt::format("{}", integer_obj.value) : integer_obj.print();
case ObjectType::FLOAT:
return float_obj.print();
case ObjectType::CHAR:
@@ -278,6 +284,14 @@ class Object {
return o;
}
static Object make_integer_no_hex(IntType value) {
Object o;
o.type = ObjectType::INTEGER;
o.integer_obj.value = value;
o.disallow_hex_for_int = true;
return o;
}
static Object make_float(FloatType value) {
Object o;
o.type = ObjectType::FLOAT;
+1 -1
View File
@@ -1,6 +1,6 @@
#include "ParseHelpers.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace goos {
+1 -1
View File
@@ -15,7 +15,7 @@
#include "common/goos/PrettyPrinter2.h"
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace pretty_print {
+4 -5
View File
@@ -3,7 +3,6 @@
#include "common/common_types.h"
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace pretty_print {
@@ -295,7 +294,7 @@ void break_list(Node* node) {
}
} else if (name == "until" || name == "while" || name == "dotimes" || name == "countdown" ||
name == "when" || name == "behavior" || name == "lambda" || name == "defpart" ||
name == "define") {
name == "define" || name == "suspend-for") {
node->top_line_count = 2;
} else if (name == "let" || name == "let*" || name == "rlet" ||
name == "with-dma-buffer-add-bucket") {
@@ -341,9 +340,9 @@ void break_list(Node* node) {
void insert_required_breaks(const std::vector<Node*>& bfs_order) {
const std::unordered_set<std::string> always_break = {
"when", "defun-debug", "countdown", "case", "defun", "defmethod", "let",
"until", "while", "if", "dotimes", "cond", "else", "defbehavior",
"with-pp", "rlet", "defstate", "behavior", "defpart", "loop", "let*"};
"when", "defun-debug", "countdown", "case", "defun", "defmethod", "let", "until",
"while", "if", "dotimes", "cond", "else", "defbehavior", "with-pp", "rlet",
"defstate", "behavior", "defpart", "loop", "let*", "suspend-for"};
for (auto node : bfs_order) {
if (!node->break_list && node->kind == Node::Kind::LIST &&
node->child_nodes.at(0).kind == Node::Kind::ATOM) {
+1 -1
View File
@@ -6,7 +6,7 @@
#include "common/goos/Object.h"
#include "common/util/print_float.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace pretty_print {
namespace {
+2 -1
View File
@@ -15,7 +15,8 @@
#include "common/util/FileUtil.h"
#include "common/util/FontUtils.h"
#include "fmt/core.h"
#include "fmt/format.h"
#include "fmt/ranges.h"
namespace goos {
+1 -1
View File
@@ -15,7 +15,7 @@
#include "common/util/FileUtil.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace goos {
+1 -1
View File
@@ -41,7 +41,7 @@ class SourceText {
// want
virtual bool terminate_compiler_error() { return true; }
virtual ~SourceText(){};
virtual ~SourceText() {};
protected:
void build_offsets();
+2 -2
View File
@@ -8,7 +8,7 @@
#include <string>
#include "fmt/color.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace lg {
@@ -72,7 +72,7 @@ void print(const std::string& format, Args&&... args) {
}
template <typename... Args>
void print(const fmt::text_style& ts, const std::string& format, Args&&... args) {
std::string formatted_message = fmt::format(ts, format, std::forward<Args>(args)...);
std::string formatted_message = fmt::vformat(ts, format, fmt::make_format_args(args...));
internal::log_print(formatted_message.c_str());
}
+12 -1
View File
@@ -2,7 +2,7 @@
#include <cmath>
#include "fmt/core.h"
#include "fmt/format.h"
namespace math {
@@ -369,6 +369,17 @@ struct Matrix {
return result;
}
Matrix<T, Rows, Cols> transposed() const {
static_assert(Rows == Cols);
Matrix<T, Rows, Cols> ret;
for (int i = 0; i < Rows; i++) {
for (int j = 0; j < Cols; j++) {
ret(i, j) = operator()(j, i);
}
}
return ret;
}
template <int OtherCols>
Matrix<T, Rows, OtherCols> operator*(const Matrix<T, Cols, OtherCols>& y) const {
Matrix<T, Rows, OtherCols> result;
+1 -1
View File
@@ -2,7 +2,7 @@
#include "common/versions/versions.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace REPL {
void to_json(json& j, const Config& obj) {
+2 -1
View File
@@ -29,7 +29,7 @@ void from_json(const json& j, KeyBind& obj);
// TODO - per-game config
struct Config {
GameVersion game_version;
Config(GameVersion _game_version) : game_version(_game_version){};
Config(GameVersion _game_version) : game_version(_game_version) {};
// this is the default REPL configuration
int nrepl_port = 8181;
@@ -49,6 +49,7 @@ struct Config {
{KeyBind::Modifier::CTRL, "N", "Full build of the game", "(mi)"}};
bool per_game_history = true;
bool permissive_redefinitions = false;
std::string iso_path;
int get_nrepl_port() {
if (temp_nrepl_port != -1) {
+1 -1
View File
@@ -4,7 +4,7 @@
#include "common/cross_sockets/XSocket.h"
#include "common/versions/versions.h"
#include "fmt/core.h"
#include "fmt/format.h"
#ifdef _WIN32
#define NOMINMAX
+1 -1
View File
@@ -4,7 +4,7 @@
#include "common/cross_sockets/XSocket.h"
#include "common/versions/versions.h"
#include "fmt/core.h"
#include "fmt/format.h"
#ifdef _WIN32
#define NOMINMAX
+20 -11
View File
@@ -6,7 +6,8 @@
#include "common/versions/versions.h"
#include "fmt/color.h"
#include "fmt/core.h"
#include "fmt/format.h"
#include "fmt/ranges.h"
#include "third-party/replxx/include/replxx.hxx"
namespace REPL {
@@ -41,8 +42,17 @@ void Wrapper::print_welcome_message(const std::vector<std::string>& loaded_proje
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " . --- .");
message +=
fmt::format(" Project Path: {}\n",
fmt::format(fg(fmt::color::gray), file_util::get_jak_project_dir().string()));
fmt::styled(file_util::get_jak_project_dir().string(), fg(fmt::color::gray)));
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " - :===: -");
std::string effective_iso_path;
if (repl_config.iso_path.empty()) {
effective_iso_path = file_util::get_file_path({"iso_data"});
} else {
effective_iso_path = repl_config.iso_path;
}
message +=
fmt::format(" ISO Data Path: {}\n", fmt::styled(effective_iso_path, fg(fmt::color::gray)));
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " --. .--: :--. .--");
message += " nREPL:";
if (!nrepl_alive) {
message += fmt::format(fg(fmt::color::red), "DISABLED\n");
@@ -50,22 +60,21 @@ void Wrapper::print_welcome_message(const std::vector<std::string>& loaded_proje
message += fmt::format(fg(fmt::color::light_green), " Listening on {}\n",
repl_config.get_nrepl_port());
}
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " --. .--: :--. .--");
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " .=======. =======.");
message += " Source File Search Dirs: ";
const auto search_dir_string =
fmt::format("{}", fmt::join(repl_config.asm_file_search_dirs, ","));
message += fmt::format("[{}]\n", fmt::format(fg(fmt::color::gray), search_dir_string));
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " .=======. =======.");
message += fmt::format(" {} or {} for basic help and usage\n",
message += fmt::format("[{}]\n", fmt::styled(search_dir_string, fg(fmt::color::gray)));
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " .-=====-. .-=====-");
message += fmt::format(" {} or {} for basic help and usage\n",
fmt::format(fg(fmt::color::cyan), "(repl-help)"),
fmt::format(fg(fmt::color::cyan), "(repl-keybinds)"));
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " .-=====-. .-=====-");
message +=
fmt::format(" {} to connect to the game\n", fmt::format(fg(fmt::color::cyan), "(lt)"));
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " .-===========-.");
message += fmt::format(" {} to recompile the active project.\n",
message +=
fmt::format(" {} to connect to the game\n", fmt::format(fg(fmt::color::cyan), "(lt)"));
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " .-===-.");
message += fmt::format(" {} to recompile the active project.\n",
fmt::format(fg(fmt::color::cyan), "(mi)"));
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " .-===-.\n");
message += fmt::format(fmt::emphasis::bold | fg(fmt::color::orange), " .\n");
fmt::print("{}", message);
}
+7 -3
View File
@@ -5,7 +5,7 @@
#include "common/util/FileUtil.h"
#include "common/util/json_util.h"
#include "fmt/core.h"
#include "fmt/format.h"
void open_subtitle_project(const std::string& project_kind,
const std::string& file_path,
@@ -61,7 +61,10 @@ const std::unordered_map<GameVersion, std::vector<std::string>> locale_lookup =
{GameVersion::Jak1,
{"en-US", "fr-FR", "de-DE", "es-ES", "it-IT", "jp-JP", "en-GB", "pt-PT", "fi-FI", "sv-SE",
"da-DK", "no-NO", "nl-NL", "pt-BR", "hu-HU", "ca-ES", "is-IS"}},
{GameVersion::Jak2, {"en-US", "fr-FR", "de-DE", "es-ES", "it-IT", "jp-JP", "ko-KR", "en-GB"}}};
{GameVersion::Jak2, {"en-US", "fr-FR", "de-DE", "es-ES", "it-IT", "jp-JP", "ko-KR", "en-GB"}},
{GameVersion::Jak3,
{"en-US", "fr-FR", "de-DE", "es-ES", "it-IT", "cm-CM", "jp-JP", "ko-KR", "ru-RU", "pt-PT",
"nl-NL", "en-GB"}}};
std::string lookup_locale_code(const GameVersion game_version, const int language_id) {
if (locale_lookup.find(game_version) == locale_lookup.end() ||
@@ -73,7 +76,8 @@ std::string lookup_locale_code(const GameVersion game_version, const int languag
const std::unordered_map<GameVersion, std::vector<int>> language_ids_with_audio = {
{GameVersion::Jak1, {0, 1, 2, 3, 4, 5, 6}},
{GameVersion::Jak2, {0, 1, 2, 3, 4, 5, 6, 7}}};
{GameVersion::Jak2, {0, 1, 2, 3, 4, 5, 6, 7}},
{GameVersion::Jak3, {0, 1, 2, 3, 4, 5, 11}}};
bool dump_language_with_duplicates_from_base(const GameVersion game_version,
const int language_id) {
@@ -5,7 +5,7 @@
#include "subtitles_v2.h"
#include "fmt/core.h"
#include "fmt/format.h"
void to_json(json& j, const SubtitleCutsceneLineMetadataV1& obj) {
json_serialize(frame_start);
@@ -5,7 +5,7 @@
#include "subtitles_v1.h"
#include "fmt/core.h"
#include "fmt/format.h"
void to_json(json& j, const SubtitleLineMetadata& obj) {
json_serialize(frame_start);
@@ -93,6 +93,57 @@ const std::unordered_map<std::string, u16> jak2_speaker_name_to_enum_val = {
{"metalkor-before-consite", 35},
{"metalkor-intro", 36}};
// matches enum in `subtitle3-h.gc` with "none" (first) and "max" (last and removed)
const std::unordered_map<std::string, u16> jak3_speaker_name_to_enum_val = {
{"none", 0},
{"jak", 1},
{"darkjak", 2},
{"daxter", 3},
{"pecker", 4},
{"ashelin", 5},
{"veger", 6},
{"samos", 7},
{"damas", 8},
{"kleiver", 9},
{"seem", 10},
{"errol", 11},
{"errol-hologram", 12},
{"sig", 13},
{"torn", 14},
{"tess", 15},
{"guard", 16},
{"guard-a", 17},
{"guard-b", 18},
{"keira", 19},
{"vin", 20},
{"onin", 21},
{"jinx", 22},
{"wastelander-male", 23},
{"wastelander-female", 24},
{"citizen-male", 25},
{"citizen-female", 26},
{"marauder", 27},
{"oracle", 28},
{"precursor", 29},
{"ottsel-leader", 30},
{"ottsel-surfer", 31},
{"ottsel-dummy", 32},
{"ottsel-veger", 33},
{"ottsel-tess", 34},
{"computer", 35},
{"ottsel-voice-before-outro", 36},
{"ottsel-voice", 37},
{"krew", 38},
{"baron", 39},
{"scherr", 40},
{"arey", 41},
{"baldwin", 42},
{"schimpf", 43},
{"martinsen", 44},
{"phillips", 45},
{"yates", 46},
};
GameSubtitlePackage read_json_files_v2(const GameSubtitleDefinitionFile& file_info) {
GameSubtitlePackage package;
SubtitleFile lang_lines;
@@ -256,11 +307,21 @@ void GameSubtitleBank::add_scenes_from_files(const GameSubtitlePackage& package)
}
}
// TODO - for jak 3+, this needs some game version context info (could infer from text version)
std::vector<std::string> GameSubtitleBank::speaker_names_ordered_by_enum_value() {
// Create a temporary vector of pairs (key, value)
std::vector<std::pair<std::string, u16>> temp_vec(jak2_speaker_name_to_enum_val.begin(),
jak2_speaker_name_to_enum_val.end());
std::vector<std::pair<std::string, u16>> temp_vec;
switch (m_text_version) {
case GameTextVersion::JAK2:
temp_vec = {jak2_speaker_name_to_enum_val.begin(), jak2_speaker_name_to_enum_val.end()};
break;
case GameTextVersion::JAK3:
temp_vec = {jak3_speaker_name_to_enum_val.begin(), jak3_speaker_name_to_enum_val.end()};
break;
default:
throw std::runtime_error(fmt::format("GameSubtitleBank: invalid game text version {} ({})",
(int)m_text_version,
get_text_version_name(m_text_version)));
}
// Sort the temporary vector based on the enum value in ascending order
std::sort(temp_vec.begin(), temp_vec.end(),
[](const auto& a, const auto& b) { return a.second < b.second; });
@@ -279,13 +340,25 @@ std::vector<std::string> GameSubtitleBank::speaker_names_ordered_by_enum_value()
}
u16 GameSubtitleBank::speaker_enum_value_from_name(const std::string& speaker_id) {
if (jak2_speaker_name_to_enum_val.find(speaker_id) == jak2_speaker_name_to_enum_val.end()) {
std::unordered_map<std::string, u16> enum_map;
switch (m_text_version) {
case GameTextVersion::JAK2:
enum_map = jak2_speaker_name_to_enum_val;
break;
case GameTextVersion::JAK3:
enum_map = jak3_speaker_name_to_enum_val;
break;
default:
throw std::runtime_error(fmt::format("GameSubtitleBank: invalid game text version {}",
get_text_version_name(m_text_version)));
}
if (enum_map.find(speaker_id) == enum_map.end()) {
throw std::runtime_error(
fmt::format("'{}' speaker could not be found in the enum value mapping, update it or fix "
"the invalid speaker!",
speaker_id));
}
return u16(jak2_speaker_name_to_enum_val.at(speaker_id));
return u16(enum_map.at(speaker_id));
}
SubtitleMetadataFile dump_bank_meta_v2(const GameVersion game_version,
@@ -124,7 +124,6 @@ class GameSubtitleBank {
std::optional<std::string> m_file_base_path;
std::map<std::string, GameSubtitleSceneInfo> m_base_scenes;
std::map<std::string, GameSubtitleSceneInfo> m_lang_scenes;
std::map<std::string, GameSubtitleSceneInfo> m_scenes;
bool scene_exists(const std::string& name) const { return m_scenes.find(name) != m_scenes.end(); }
GameSubtitleSceneInfo new_scene_from_meta(
+1 -1
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@@ -10,7 +10,7 @@
#include "common/log/log.h"
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace {
std::string reg_kind_to_string(RegClass kind) {
+1 -1
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@@ -9,7 +9,7 @@
#include "common/log/log.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace {
// debug prints for the reverse lookup
+1 -1
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@@ -7,7 +7,7 @@
#include <stdexcept>
#include "fmt/core.h"
#include "fmt/format.h"
bool TypeTag::operator==(const TypeTag& other) const {
return name == other.name && value == other.value;
+1 -1
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@@ -15,7 +15,7 @@
#include "common/util/math_util.h"
#include "fmt/color.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace {
template <typename... Args>
+1 -1
View File
@@ -13,7 +13,7 @@
#include "common/util/BitUtils.h"
#include "common/util/string_util.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace {
const goos::Object& car(const goos::Object* x) {
+1 -1
View File
@@ -13,7 +13,7 @@
#include "common/type_system/state.h"
#include "common/util/string_util.h"
#include "fmt/core.h"
#include "fmt/format.h"
/*!
* Missing Features
+3
View File
@@ -43,5 +43,8 @@
#define ASSERT(EX) ((void)0)
#define ASSERT_MSG(EXPR, STR) ((void)0)
#define ASSERT_NOT_REACHED() ((void)0)
#define ASSERT_NOT_REACHED_MSG(STR) ((void)0)
#define ASSERT_EQ_IMM(EXPR, EXPECTED) ((void)0)
#endif
+15 -4
View File
@@ -8,6 +8,8 @@
#include "BinaryWriter.h"
#include "FileUtil.h"
#include "common/log/log.h"
void build_dgo(const DgoDescription& description, const std::string& output_prefix) {
BinaryWriter writer;
// dgo header
@@ -15,8 +17,14 @@ void build_dgo(const DgoDescription& description, const std::string& output_pref
writer.add_cstr_len(description.dgo_name.c_str(), 60);
for (auto& obj : description.entries) {
auto obj_data = file_util::read_binary_file(file_util::get_jak_project_dir() / "out" /
output_prefix / "obj" / obj.file_name);
// Ensure the directory exists
const auto file_path =
file_util::get_jak_project_dir() / "out" / output_prefix / "obj" / obj.file_name;
if (!file_util::file_exists(file_path.string())) {
lg::warn("tried to build a DGO with a file that doesn't exist: {}", file_path.string());
continue;
}
auto obj_data = file_util::read_binary_file(file_path);
// size
writer.add<uint32_t>(obj_data.size());
// name
@@ -29,6 +37,9 @@ void build_dgo(const DgoDescription& description, const std::string& output_pref
}
}
writer.write_to_file(file_util::get_jak_project_dir() / "out" / output_prefix / "iso" /
description.dgo_name);
// Ensure the output directory exists
const auto dgo_path =
file_util::get_jak_project_dir() / "out" / output_prefix / "iso" / description.dgo_name;
file_util::create_dir_if_needed_for_file(dgo_path);
writer.write_to_file(dgo_path);
}
+1 -1
View File
@@ -22,7 +22,7 @@
// This disables the use of PCLMULQDQ which is probably ok, but let's just be safe and disable it
// because nobody will care if png compression is 10% slower.
#define FPNG_NO_SSE 1
#include "fmt/core.h"
#include "fmt/format.h"
#include "third-party/fpng/fpng.cpp"
#include "third-party/fpng/fpng.h"
#include "third-party/lzokay/lzokay.hpp"
+78 -1
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@@ -16,7 +16,6 @@
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
const std::unordered_map<std::string, GameTextVersion> sTextVerEnumMap = {
@@ -558,7 +557,10 @@ static std::vector<ReplaceInfo> s_replace_info_jak1 = {
{"Z~Y~-22H~-4Vˇ~Z", "Ž"},
{"U~Y~-13H~+2V,~Z", "Ų"},
{"U~Y~-18H~-10V-~Z", "Ū"},
{"D~Y~-25H~-1V-~Z", "Đ"},
{"I~Y~-8H~+1V,~Z", "Į"},
// czech specific
{"U~Y~-23H~-5Vº~Z", "Ů"},
// tildes
{"N~Y~-22H~-4V<TIL>~Z", "Ñ"},
@@ -575,6 +577,8 @@ static std::vector<ReplaceInfo> s_replace_info_jak1 = {
{"N~Y~-21H~-5V'~Z", "Ń"},
{"S~Y~-21H~-5V'~Z", "Ś"},
{"Z~Y~-21H~-5V'~Z", "Ź"},
// czech specific
{"Y~Y~-25H~-4V'~Z", "Ý"},
// double acute accents
{"O~Y~-28H~-4V'~-9H'~Z", "Ő"}, // custom
@@ -602,6 +606,22 @@ static std::vector<ReplaceInfo> s_replace_info_jak1 = {
{"O~Y~-22H~-3V¨~Z", "ö"}, // dumb
{"U~Y~-22H~-3V¨~Z", "Ü"},
// caron - Ǎ ǎ Ě ě Ǧ ǧ Ǐ ǐ Ǒ ǒ Ǔ ǔ Y̌ y̌
{"A~Y~-20H~-4Vˇ~Z", "Ǎ"},
{"E~Y~-20H~-5Vˇ~Z", "Ě"},
{"G~Y~-20H~-5Vˇ~Z", "Ǧ"},
{"I~Y~-19H~-5Vˇ~Z", "Ǐ"},
{"O~Y~-20H~-4Vˇ~Z", "Ǒ"},
{"U~Y~-24H~-3Vˇ~Z", "Ǔ"},
{"Y~Y~-24H~-3Vˇ~Z", "Y̌"},
// czech specific - Č Ň Ř Š Ž Ť
{"C~Y~-25H~-9Vˇ~Z", "Č"},
{"N~Y~-23H~-5Vˇ~Z", "Ň"},
{"R~Y~-24H~-5Vˇ~Z", "Ř"},
{"S~Y~-24H~-5Vˇ~Z", "Š"},
{"T~Y~-23H~-5Vˇ~Z", "Ť"},
{"Z~Y~-23H~-5Vˇ~Z", "Ž"},
// dakuten katakana
{"~Yウ~Z゛", "ヴ"},
{"~Yカ~Z゛", "ガ"},
@@ -964,8 +984,14 @@ static std::vector<ReplaceInfo> s_replace_info_jak2 = {
{"u~Y~-15H~+5V,~Z", "ų"},
{"U~Y~-20H~-18V-~Z", "Ū"},
{"u~Y~-18H~-15V-~Z", "ū"},
{"D~Y~-28H~-1V-~Z", "Đ"},
{"d~Y~-13H~-10V-~Z", "đ"},
{"I~Y~-8H~+4V,~Z", "Į"},
{"i~Y~-8H~+4V,~Z", "į"},
// czech specific
{"U~Y~-24H~-7Vº~Z", "Ů"},
{"u~Y~-23H~-5Vº~Z", "ů"},
{"t~Y~-7H~-21V,~Z", "ť"},
// tildes
{"N~Y~-22H~-4V<TIL>~Z", "Ñ"},
@@ -987,6 +1013,9 @@ static std::vector<ReplaceInfo> s_replace_info_jak2 = {
{"u~Y~-24H~-3V'~Z", "ú"},
{"Z~Y~-24H~-3V'~Z", "Ź"},
{"z~Y~-24H~-3V'~Z", "ź"},
// czech specific
{"Y~Y~-26H~-5V'~Z", "Ý"},
{"~+7Vy~-7V~Y~-24H~-3V'~Z", "ý"},
// circumflex
{"A~Y~-20H~-4V^~Z", "Â"},
@@ -1016,6 +1045,7 @@ static std::vector<ReplaceInfo> s_replace_info_jak2 = {
{"A~Y~-26H~-8V¨~Z", "Ä"},
{"a~Y~-25H~-5V¨~Z", "ä"},
{"E~Y~-20H~-5V¨~Z", "Ë"},
{"e~Y~-25H~-5V¨~Z", "ë"},
{"I~Y~-19H~-5V¨~Z", "Ï"},
{"i~Y~-26H~-4V¨~Z", "ï"},
{"O~Y~-26H~-8V¨~Z", "Ö"},
@@ -1023,6 +1053,34 @@ static std::vector<ReplaceInfo> s_replace_info_jak2 = {
{"U~Y~-25H~-8V¨~Z", "Ü"},
{"u~Y~-24H~-3V¨~Z", "ü"},
// caron - Ǎ ǎ Ě ě Ǧ ǧ Ǐ ǐ Ǒ ǒ Ǔ ǔ Y̌ y̌
{"A~Y~-25H~-9Vˇ~Z", "Ǎ"},
{"a~Y~-24H~-5Vˇ~Z", "ǎ"},
{"E~Y~-22H~-8Vˇ~Z", "Ě"},
{"e~Y~-25H~-4Vˇ~Z", "ě"},
{"G~Y~-24H~-8Vˇ~Z", "Ǧ"},
{"~+7Vg~-7V~Y~-25H~-4Vˇ~Z", "ǧ"},
{"I~Y~-19H~-8Vˇ~Z", "Ǐ"},
{"i~Y~-19H~-8Vˇ~Z", "ǐ"},
{"O~Y~-25H~-7Vˇ~Z", "Ǒ"},
{"o~Y~-25H~-4Vˇ~Z", "ǒ"},
{"U~Y~-25H~-6Vˇ~Z", "Ǔ"},
{"u~Y~-24H~-3Vˇ~Z", "ǔ"},
{"Y~Y~-25H~-5Vˇ~Z", "Y̌"},
{"~+7Vy~-7V~Y~-25H~-3Vˇ~Z", "y̌"},
// czech specific - Č č Ň ň Ř ř Š š Ž ž Ť
{"C~Y~-25H~-9Vˇ~Z", "Č"},
{"c~Y~-24H~-5Vˇ~Z", "č"},
{"N~Y~-25H~-9Vˇ~Z", "Ň"},
{"n~Y~-24H~-5Vˇ~Z", "ň"},
{"R~Y~-25H~-9Vˇ~Z", "Ř"},
{"r~Y~-22H~-5Vˇ~Z", "ř"},
{"S~Y~-25H~-9Vˇ~Z", "Š"},
{"s~Y~-22H~-5Vˇ~Z", "š"},
{"T~Y~-24H~-7Vˇ~Z", "Ť"},
{"Z~Y~-25H~-9Vˇ~Z", "Ž"},
{"z~Y~-24H~-5Vˇ~Z", "ž"},
// dakuten katakana
{"~Yウ~Z゛", "ヴ"},
{"~Yカ~Z゛", "ガ"},
@@ -1156,6 +1214,25 @@ static std::vector<ReplaceInfo> s_replace_info_jak2 = {
"<FLAG_KOREA>"},
{"~Y~1L<FLAG_PART_FILL>~]~-1H~Y~1L<FLAG_PART_FILL>~Z~-11H~3L<FLAG_PART_JAPAN_SUN>~Z~+26H",
"<FLAG_JAPAN>"},
{"~Y~1L<FLAG_PART_FILL>~Z~7L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~7L<FLAG_PART_VERT_STRIPE_RIGHT>~]"
"~-1H~Y~1L<FLAG_PART_FILL>~Z~7L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~+26H",
"<FLAG_FINLAND>"},
{"~Y~7L<FLAG_PART_FILL>~Z~5L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~5L<FLAG_PART_VERT_STRIPE_RIGHT>~]"
"~-1H~Y~7L<FLAG_PART_FILL>~Z~5L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~+26H",
"<FLAG_SWEDEN>"},
{"~Y~3L<FLAG_PART_FILL>~Z~1L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~1L<FLAG_PART_VERT_STRIPE_RIGHT>~]"
"~-1H~Y~3L<FLAG_PART_FILL>~Z~1L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~+26H",
"<FLAG_DENMARK>"},
{"~Y~1L<FLAG_PART_FILL>~Z~3L<FLAG_PART_TOP_BOTTOM_STRIPE>~]~-1H~Y~1L<FLAG_PART_FILL>~Z~3L<FLAG_"
"PART_TOP_BOTTOM_STRIPE>~Z~-19H~1L<FLAG_PART_VERT_STRIPE_MIDDLE>~Z~-23H~7L<FLAG_PART_VERT_"
"STRIPE_RIGHT>~Z~-23H~7L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~7L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~"
"+26H",
"<FLAG_NORWAY>"},
{"~Y~1L<FLAG_PART_FILL>~Z~7L<FLAG_PART_TOP_BOTTOM_STRIPE>~]~-1H~Y~1L<FLAG_PART_FILL>~Z~7L<FLAG_"
"PART_TOP_BOTTOM_STRIPE>~Z~-19H~1L<FLAG_PART_VERT_STRIPE_MIDDLE>~Z~-23H~3L<FLAG_PART_VERT_"
"STRIPE_RIGHT>~Z~-23H~3L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~3L<FLAG_PART_HORZ_STRIPE_MIDDLE>~Z~"
"+26H",
"<FLAG_ICELAND>"},
// weird stuff
// - descenders
+1 -1
View File
@@ -5,7 +5,7 @@
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
#include "third-party/zstd/lib/zstd.h"
namespace compression {
+1 -1
View File
@@ -5,7 +5,7 @@
#include "common/util/Assert.h"
#include "common/versions/versions.h"
#include "fmt/core.h"
#include "fmt/format.h"
/*!
* Assert false if the char[] has non-null data after the null terminated string.
+420 -29
View File
@@ -1,5 +1,7 @@
#include "gltf_util.h"
#include "image_resize.h"
#include "common/log/log.h"
namespace gltf_util {
@@ -44,6 +46,20 @@ std::vector<math::Vector<u8, 4>> extract_color_from_vec4_float(const u8* data,
return result;
}
std::vector<math::Vector<u8, 4>> extract_color_from_vec3_float(const u8* data,
u32 count,
u32 stride) {
std::vector<math::Vector<u8, 4>> result;
result.reserve(count);
for (u32 i = 0; i < count; i++) {
math::Vector<float, 3> temp;
memcpy(&temp, data, sizeof(math::Vector<float, 3>));
data += stride;
result.emplace_back(temp.x() * 255, temp.y() * 255, temp.z() * 255, 255);
}
return result;
}
/*!
* Convert a GLTF color buffer (u16 format) to u8 colors.
*/
@@ -61,6 +77,16 @@ std::vector<math::Vector<u8, 4>> extract_color_from_vec4_u16(const u8* data,
return result;
}
std::vector<math::Vector<u8, 4>> extract_color_from_vec4_u8(const u8* data, u32 count, u32 stride) {
std::vector<math::Vector<u8, 4>> result;
result.reserve(count);
for (u32 i = 0; i < count; i++) {
result.push_back(math::Vector<u8, 4>(data[0], data[1], data[2], data[3]));
data += stride;
}
return result;
}
/*!
* Convert a GLTF index buffer
*/
@@ -92,6 +118,74 @@ std::vector<u32> gltf_index_buffer(const tinygltf::Model& model,
}
}
std::vector<math::Matrix4f> extract_mat4(const tinygltf::Model& model, int accessor_idx) {
const auto& accessor = model.accessors[accessor_idx];
const auto& buffer_view = model.bufferViews[accessor.bufferView];
const auto& buffer = model.buffers[buffer_view.buffer];
const u8* data_ptr = buffer.data.data() + buffer_view.byteOffset + accessor.byteOffset;
const auto stride = accessor.ByteStride(buffer_view);
const auto count = accessor.count;
// ASSERT(buffer_view.target == TINYGLTF_TARGET_ARRAY_BUFFER); // ??
ASSERT(accessor.componentType == TINYGLTF_COMPONENT_TYPE_FLOAT);
ASSERT(accessor.type == TINYGLTF_TYPE_MAT4);
std::vector<math::Matrix4f> result(accessor.count);
for (size_t x = 0; x < count; x++) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
memcpy(&result[x](j, i), data_ptr + sizeof(float) * (i * 4 + j), sizeof(float));
}
}
data_ptr += stride;
}
return result;
}
JointsAndWeights convert_per_vertex_data(const math::Vector4f& weights,
const math::Vector<u8, 4>& joints) {
int discard_idx = -1;
float discard_weight = 100;
for (int i = 0; i < 4; i++) {
if (weights[i] < discard_weight) {
discard_idx = i;
discard_weight = weights[i];
}
}
JointsAndWeights ret;
int dst = 0;
float sum = 0;
for (int src = 0; src < 4; src++) {
if (src == discard_idx) {
continue;
}
// this +1 is to account for align not existing in the gltf.
ret.joints[dst] = joints[src] + 2;
ret.weights[dst] = weights[src];
sum += ret.weights[dst];
dst++;
}
ret.weights /= sum;
return ret;
}
std::vector<JointsAndWeights> extract_and_flatten_joints_and_weights(
const tinygltf::Model& model,
const tinygltf::Primitive& prim) {
auto weights =
extract_vec<float, 4>(model, prim.attributes.at("WEIGHTS_0"), TINYGLTF_COMPONENT_TYPE_FLOAT);
auto joints = extract_vec<u8, 4>(model, prim.attributes.at("JOINTS_0"),
TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE);
std::vector<JointsAndWeights> ret;
ASSERT(weights.size() == joints.size());
for (size_t i = 0; i < weights.size(); i++) {
ret.push_back(convert_per_vertex_data(weights[i], joints[i]));
}
return ret;
}
/*!
* Extract positions, colors, and normals from a mesh.
*/
@@ -148,19 +242,37 @@ ExtractedVertices gltf_vertices(const tinygltf::Model& model,
buffer.data.data() + buffer_view.byteOffset + attrib_accessor.byteOffset;
const auto byte_stride = attrib_accessor.ByteStride(buffer_view);
const auto count = attrib_accessor.count;
ASSERT_MSG(attrib_accessor.type == TINYGLTF_TYPE_VEC4, "COLOR_0 wasn't vec4");
std::vector<math::Vector<u8, 4>> colors;
switch (attrib_accessor.componentType) {
case TINYGLTF_COMPONENT_TYPE_FLOAT:
colors = extract_color_from_vec4_float(data_ptr, count, byte_stride);
switch (attrib_accessor.type) {
case TINYGLTF_TYPE_VEC4:
switch (attrib_accessor.componentType) {
case TINYGLTF_COMPONENT_TYPE_FLOAT:
colors = extract_color_from_vec4_float(data_ptr, count, byte_stride);
break;
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT:
colors = extract_color_from_vec4_u16(data_ptr, count, byte_stride);
break;
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE:
colors = extract_color_from_vec4_u8(data_ptr, count, byte_stride);
break;
default:
lg::die("Unknown type for COLOR_0: {}", attrib_accessor.componentType);
}
break;
case TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT:
colors = extract_color_from_vec4_u16(data_ptr, count, byte_stride);
case TINYGLTF_TYPE_VEC3:
switch (attrib_accessor.componentType) {
case TINYGLTF_COMPONENT_TYPE_FLOAT:
colors = extract_color_from_vec3_float(data_ptr, count, byte_stride);
break;
default:
lg::die("unkonwn component type for vec3 color {}", attrib_accessor.componentType);
}
break;
default:
lg::die("Unknown component type for COLOR_0: {}", attrib_accessor.componentType);
lg::die("unknown attribute type for color {}", attrib_accessor.type);
}
vtx_colors.insert(vtx_colors.end(), colors.begin(), colors.end());
}
}
@@ -213,7 +325,8 @@ ExtractedVertices gltf_vertices(const tinygltf::Model& model,
normals = extract_vec3f(data_ptr, count, byte_stride);
for (auto& nrm : normals) {
math::Vector4f nrm4(nrm.x(), nrm.y(), nrm.z(), 0.f);
nrm = (w_T_local * nrm4).xyz();
// we found that normals aren't normalized if an object is scaled in blender.
nrm = (w_T_local * nrm4).xyz().normalized();
}
ASSERT(normals.size() == result.size());
} else {
@@ -253,9 +366,11 @@ DrawMode make_default_draw_mode() {
int texture_pool_debug_checker(TexturePool* pool) {
const auto& existing = pool->textures_by_name.find("DEBUG_CHECKERBOARD");
if (existing == pool->textures_by_name.end()) {
if (existing == pool->textures_by_name.end() || existing->second.size() == 0) {
size_t idx = pool->textures_by_idx.size();
pool->textures_by_name["DEBUG_CHECKERBOARD"] = idx;
std::vector<int> v;
v.push_back(idx);
pool->textures_by_name["DEBUG_CHECKERBOARD"] = v;
auto& tex = pool->textures_by_idx.emplace_back();
tex.w = 16;
tex.h = 16;
@@ -273,25 +388,36 @@ int texture_pool_debug_checker(TexturePool* pool) {
}
return idx;
} else {
return existing->second;
return existing->second[0];
}
}
int texture_pool_add_texture(TexturePool* pool, const tinygltf::Image& tex) {
int texture_pool_add_texture(TexturePool* pool, const tinygltf::Image& tex, int alpha_shift) {
const auto& existing = pool->textures_by_name.find(tex.name);
if (existing != pool->textures_by_name.end()) {
lg::info("Reusing image: {}", tex.name);
return existing->second;
if (existing != pool->textures_by_name.end() && existing->second.size() > 0) {
// name was found, see if we have a match on height+width+data
for (int ti : existing->second) {
auto& t = pool->textures_by_idx[ti];
if (t.w == tex.width && t.h == tex.height &&
memcmp(t.data.data(), tex.image.data(), t.data.size() * 4) == 0) {
lg::info("Reusing image: {} at idx {}", tex.name, ti);
return ti;
}
}
} else {
lg::info("adding new texture: {}, size {} kB", tex.name, tex.width * tex.height * 4 / 1024);
// new name, insert empty vector
std::vector<int> v;
pool->textures_by_name[tex.name] = v;
}
lg::info("adding new texture: {}, size {} kB", tex.name, tex.width * tex.height * 4 / 1024);
ASSERT(tex.bits == 8);
ASSERT(tex.component == 4);
ASSERT(tex.pixel_type == TINYGLTF_TEXTURE_TYPE_UNSIGNED_BYTE);
size_t idx = pool->textures_by_idx.size();
pool->textures_by_name[tex.name] = idx;
pool->textures_by_name[tex.name].push_back(idx);
auto& tt = pool->textures_by_idx.emplace_back();
tt.w = tex.width;
tt.h = tex.height;
@@ -302,6 +428,72 @@ int texture_pool_add_texture(TexturePool* pool, const tinygltf::Image& tex) {
tt.data.resize(tt.w * tt.h);
ASSERT(tex.image.size() >= tt.data.size());
memcpy(tt.data.data(), tex.image.data(), tt.data.size() * 4);
// adjust alpha colors for PS2/PC difference
for (auto& color : tt.data) {
u32 alpha = color >> 24;
alpha >>= alpha_shift;
color &= 0xff'ff'ff;
color |= (alpha << 24);
}
return idx;
}
int texture_pool_add_envmap_control_texture(TexturePool* pool,
const tinygltf::Model& model,
int rgb_image_id,
int mr_image_id,
bool wrap_w,
bool wrap_h) {
const auto& existing = pool->envmap_textures_by_gltf_id.find({rgb_image_id, mr_image_id});
if (existing != pool->envmap_textures_by_gltf_id.end()) {
lg::info("Reusing envmap textures");
return existing->second;
}
const auto& rgb_tex = model.images.at(rgb_image_id);
const auto& mr_tex = model.images.at(mr_image_id);
lg::info("new envmap texture {} {}", rgb_tex.name, mr_tex.name);
ASSERT(rgb_tex.bits == 8);
ASSERT(rgb_tex.component == 4);
ASSERT(rgb_tex.pixel_type == TINYGLTF_TEXTURE_TYPE_UNSIGNED_BYTE);
ASSERT(mr_tex.bits == 8);
ASSERT(mr_tex.pixel_type == TINYGLTF_TEXTURE_TYPE_UNSIGNED_BYTE);
ASSERT(mr_tex.component == 4);
std::vector<u8> resized_mr_tex;
const u8* mr_src;
if (rgb_tex.width == mr_tex.width && rgb_tex.height == mr_tex.height) {
mr_src = mr_tex.image.data();
} else {
resized_mr_tex.resize(rgb_tex.width * rgb_tex.height * 4);
resize_rgba_image(resized_mr_tex.data(), rgb_tex.width, rgb_tex.height, mr_tex.image.data(),
mr_tex.width, mr_tex.height, wrap_w, wrap_h);
mr_src = resized_mr_tex.data();
}
size_t idx = pool->textures_by_idx.size();
pool->envmap_textures_by_gltf_id[{rgb_image_id, mr_image_id}] = idx;
auto& tt = pool->textures_by_idx.emplace_back();
tt.w = rgb_tex.width;
tt.h = rgb_tex.height;
tt.debug_name = rgb_tex.name;
tt.debug_tpage_name = "custom-level";
tt.load_to_pool = false;
tt.combo_id = 0; // doesn't matter, not a pool tex
tt.data.resize(tt.w * tt.h);
ASSERT(rgb_tex.image.size() >= tt.data.size());
memcpy(tt.data.data(), rgb_tex.image.data(), tt.data.size() * 4);
// adjust alpha from metallic channel
for (size_t i = 0; i < tt.data.size(); i++) {
u32 rgb = tt.data[i];
u32 metal = mr_src[4 * i + 2] / 4;
rgb &= 0xff'ff'ff;
rgb |= (metal << 24);
tt.data[i] = rgb;
}
return idx;
}
@@ -348,6 +540,15 @@ math::Vector4f vector4f_from_gltf(const std::vector<double>& in) {
return math::Vector4f{in[0], in[1], in[2], in[3]};
}
math::Matrix4f matrix_from_trs(const math::Vector3f& trans,
const math::Vector4f& quat,
const math::Vector3f& scale) {
math::Matrix4f t = affine_translation(trans);
math::Matrix4f r = affine_rot_qxyzw(quat);
math::Matrix4f s = affine_scale(scale);
return t * r * s;
}
math::Matrix4f matrix_from_node(const tinygltf::Node& node) {
if (!node.matrix.empty()) {
math::Matrix4f result;
@@ -430,22 +631,38 @@ void dedup_vertices(const std::vector<tfrag3::PreloadedVertex>& vertices_in,
}
}
DrawMode draw_mode_from_sampler(const tinygltf::Sampler& sampler) {
DrawMode mode = make_default_draw_mode();
void setup_alpha_from_material(const tinygltf::Material& material, DrawMode* mode) {
if (material.alphaMode == "OPAQUE") {
mode->disable_ab();
} else if (material.alphaMode == "MASK") {
mode->enable_at();
mode->set_alpha_test(DrawMode::AlphaTest::GEQUAL);
mode->set_alpha_fail(GsTest::AlphaFail::KEEP);
mode->set_aref(material.alphaCutoff * 127);
} else if (material.alphaMode == "BLEND") {
mode->enable_ab();
mode->set_alpha_blend(DrawMode::AlphaBlend::SRC_DST_SRC_DST);
mode->set_depth_write_enable(false);
} else {
lg::die("Unknown GLTF alphaMode {}", material.alphaMode);
}
}
void setup_draw_mode_from_sampler(const tinygltf::Sampler& sampler, DrawMode* mode) {
if (sampler.magFilter == TINYGLTF_TEXTURE_FILTER_NEAREST) {
ASSERT(sampler.minFilter == TINYGLTF_TEXTURE_FILTER_NEAREST);
mode.set_filt_enable(false);
ASSERT(sampler.minFilter == TINYGLTF_TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST);
mode->set_filt_enable(false);
} else {
ASSERT(sampler.minFilter != TINYGLTF_TEXTURE_FILTER_NEAREST);
mode.set_filt_enable(true);
mode->set_filt_enable(true);
}
switch (sampler.wrapS) {
case TINYGLTF_TEXTURE_WRAP_CLAMP_TO_EDGE:
mode.set_clamp_s_enable(true);
mode->set_clamp_s_enable(true);
break;
case TINYGLTF_TEXTURE_WRAP_REPEAT:
mode.set_clamp_s_enable(false);
mode->set_clamp_s_enable(false);
break;
default:
ASSERT(false);
@@ -453,15 +670,189 @@ DrawMode draw_mode_from_sampler(const tinygltf::Sampler& sampler) {
switch (sampler.wrapT) {
case TINYGLTF_TEXTURE_WRAP_CLAMP_TO_EDGE:
mode.set_clamp_t_enable(true);
mode->set_clamp_t_enable(true);
break;
case TINYGLTF_TEXTURE_WRAP_REPEAT:
mode.set_clamp_t_enable(false);
mode->set_clamp_t_enable(false);
break;
default:
ASSERT(false);
}
return mode;
}
EnvmapSettings envmap_settings_from_gltf(const tinygltf::Material& mat) {
EnvmapSettings settings;
ASSERT(mat.extensions.contains("KHR_materials_specular"));
const auto& specular_extension = mat.extensions.at("KHR_materials_specular");
ASSERT(specular_extension.Has("specularColorTexture"));
auto& texture = specular_extension.Get("specularColorTexture");
ASSERT(texture.Has("index"));
settings.texture_idx = texture.Get("index").Get<int>();
return settings;
}
bool material_has_envmap(const tinygltf::Material& mat) {
return mat.extensions.contains("KHR_materials_specular");
}
bool envmap_is_valid(const tinygltf::Material& mat) {
auto envmap = material_has_envmap(mat);
if (envmap && mat.pbrMetallicRoughness.metallicRoughnessTexture.index < 0) {
lg::warn(fmt::format(
"Material \"{}\" has specular property set, but is missing a metallic roughness texture, "
"ignoring envmap!",
mat.name));
return false;
}
return envmap;
}
std::optional<int> find_single_skin(const tinygltf::Model& model,
const std::vector<NodeWithTransform>& all_nodes) {
std::optional<int> skin_index;
for (const auto& n : all_nodes) {
const auto& node = model.nodes.at(n.node_idx);
if (node.skin >= 0) {
if (skin_index && *skin_index != node.skin) {
lg::die("GLTF contains multiple skins, but only one skin per actor is supported.");
}
skin_index = node.skin;
}
}
return skin_index;
}
int get_joint_count(const tinygltf::Model& model, int skin_idx) {
const auto& skin = model.skins.at(skin_idx);
return skin.joints.size();
}
std::vector<float> extract_floats(const tinygltf::Model& model, int accessor_idx) {
const auto& accessor = model.accessors[accessor_idx];
const auto& buffer_view = model.bufferViews[accessor.bufferView];
const auto& buffer = model.buffers[buffer_view.buffer];
const u8* data_ptr = buffer.data.data() + buffer_view.byteOffset + accessor.byteOffset;
const auto stride = accessor.ByteStride(buffer_view);
const auto count = accessor.count;
// ASSERT(buffer_view.target == TINYGLTF_TARGET_ARRAY_BUFFER); // ??
if (accessor.componentType != TINYGLTF_COMPONENT_TYPE_FLOAT) {
lg::die("mismatched format, wanted {} but got {}", TINYGLTF_COMPONENT_TYPE_FLOAT,
accessor.componentType);
}
ASSERT(accessor.type == TINYGLTF_TYPE_SCALAR);
std::vector<float> result(accessor.count);
for (size_t x = 0; x < count; x++) {
memcpy(&result[x], data_ptr, sizeof(float));
data_ptr += stride;
}
return result;
}
std::size_t TieFullVertex::hash::operator()(const TieFullVertex& x) const {
return tfrag3::PackedTieVertices::Vertex::hash()(x.vertex) ^ std::hash<u16>()(x.color_index);
}
tfrag3::PackedTimeOfDay pack_time_of_day(const std::vector<math::Vector<u8, 4>>& color_palette) {
tfrag3::PackedTimeOfDay colors;
colors.color_count = (color_palette.size() + 3) & (~3);
colors.data.resize(colors.color_count * 8 * 4);
for (u32 color_index = 0; color_index < color_palette.size(); color_index++) {
for (u32 palette = 0; palette < 8; palette++) {
for (u32 channel = 0; channel < 4; channel++) {
colors.read(color_index, palette, channel) = color_palette[color_index][channel];
}
}
}
return colors;
}
void process_normal_merc_draw(const tinygltf::Model& model,
MercExtractData& out,
u32 tex_offset,
tfrag3::MercEffect& eff,
int mat_idx,
const tfrag3::MercDraw& d_) {
const auto& mat = model.materials[mat_idx];
eff.all_draws.push_back(d_);
auto& draw = eff.all_draws.back();
draw.mode = gltf_util::make_default_draw_mode();
if (mat_idx == -1) {
lg::warn("Draw had a material index of -1, using default texture.");
draw.tree_tex_id = 0;
return;
}
int tex_idx = mat.pbrMetallicRoughness.baseColorTexture.index;
if (tex_idx == -1) {
lg::warn("Material {} has no texture, using default texture.", mat.name);
draw.tree_tex_id = 0;
return;
}
const auto& tex = model.textures[tex_idx];
ASSERT(tex.sampler >= 0);
ASSERT(tex.source >= 0);
gltf_util::setup_draw_mode_from_sampler(model.samplers.at(tex.sampler), &draw.mode);
gltf_util::setup_alpha_from_material(mat, &draw.mode);
const auto& img = model.images[tex.source];
draw.tree_tex_id = tex_offset + texture_pool_add_texture(&out.tex_pool, img);
};
void process_envmap_merc_draw(const tinygltf::Model& model,
MercExtractData& out,
u32 tex_offset,
tfrag3::MercEffect& eff,
int mat_idx,
const tfrag3::MercDraw& d_) {
const auto& mat = model.materials[mat_idx];
eff.all_draws.push_back(d_);
auto& draw = eff.all_draws.back();
draw.mode = gltf_util::make_default_draw_mode();
if (mat_idx == -1) {
lg::warn("Envmap draw had a material index of -1, using default texture.");
draw.tree_tex_id = texture_pool_debug_checker(&out.tex_pool);
return;
}
int base_tex_idx = mat.pbrMetallicRoughness.baseColorTexture.index;
if (base_tex_idx == -1) {
lg::warn("Envmap material {} has no texture, using default texture.", mat.name);
draw.tree_tex_id = texture_pool_debug_checker(&out.tex_pool);
return;
}
const auto& base_tex = model.textures[base_tex_idx];
ASSERT(base_tex.sampler >= 0);
ASSERT(base_tex.source >= 0);
gltf_util::setup_draw_mode_from_sampler(model.samplers.at(base_tex.sampler), &draw.mode);
gltf_util::setup_alpha_from_material(mat, &draw.mode);
const auto& roughness_tex =
model.textures.at(mat.pbrMetallicRoughness.metallicRoughnessTexture.index);
ASSERT(roughness_tex.sampler >= 0);
ASSERT(roughness_tex.source >= 0);
draw.tree_tex_id =
tex_offset + gltf_util::texture_pool_add_envmap_control_texture(
&out.tex_pool, model, base_tex.source, roughness_tex.source,
!draw.mode.get_clamp_s_enable(), !draw.mode.get_clamp_t_enable());
// now, setup envmap draw:
auto envmap_settings = gltf_util::envmap_settings_from_gltf(mat);
const auto& envmap_tex = model.textures[envmap_settings.texture_idx];
ASSERT(envmap_tex.sampler >= 0);
ASSERT(envmap_tex.source >= 0);
auto env_mode = gltf_util::make_default_draw_mode();
gltf_util::setup_draw_mode_from_sampler(model.samplers.at(envmap_tex.sampler), &env_mode);
eff.envmap_texture = tex_offset + gltf_util::texture_pool_add_texture(
&out.tex_pool, model.images[envmap_tex.source]);
env_mode.set_alpha_blend(DrawMode::AlphaBlend::SRC_0_DST_DST);
env_mode.enable_ab();
eff.envmap_mode = env_mode;
};
} // namespace gltf_util
+149 -6
View File
@@ -1,11 +1,13 @@
#pragma once
#include <optional>
#include <string>
#include <unordered_map>
#include <vector>
#include "common/common_types.h"
#include "common/custom_data/Tfrag3Data.h"
#include "common/log/log.h"
#include "common/math/Vector.h"
#include "third-party/tiny_gltf/tiny_gltf.h"
@@ -28,10 +30,19 @@ std::vector<u32> index_list_to_u32(const u8* data, u32 num_verts, u32 offset, u3
return result;
}
struct JointsAndWeights {
math::Vector<u8, 3> joints = math::Vector<u8, 3>::zero();
math::Vector<float, 3> weights = math::Vector<float, 3>::zero();
};
std::vector<math::Vector3f> extract_vec3f(const u8* data, u32 count, u32 stride);
std::vector<math::Vector2f> extract_vec2f(const u8* data, u32 count, u32 stride);
std::vector<math::Vector<u8, 4>> extract_color_from_vec4_u16(const u8* data, u32 count, u32 stride);
std::vector<u32> gltf_index_buffer(const tinygltf::Model& model, int indices_idx, u32 index_offset);
std::vector<math::Matrix4f> extract_mat4(const tinygltf::Model& model, int accessor_idx);
std::vector<JointsAndWeights> extract_and_flatten_joints_and_weights(
const tinygltf::Model& model,
const tinygltf::Primitive& prim);
struct ExtractedVertices {
std::vector<tfrag3::PreloadedVertex> vtx;
@@ -48,11 +59,18 @@ ExtractedVertices gltf_vertices(const tinygltf::Model& model,
DrawMode make_default_draw_mode();
struct TexturePool {
std::unordered_map<std::string, int> textures_by_name;
std::unordered_map<std::string, std::vector<int>> textures_by_name;
std::vector<tfrag3::Texture> textures_by_idx;
std::map<std::pair<int, int>, int> envmap_textures_by_gltf_id;
};
int texture_pool_add_texture(TexturePool* pool, const tinygltf::Image& tex);
int texture_pool_add_texture(TexturePool* pool, const tinygltf::Image& tex, int alpha_shift = 1);
int texture_pool_add_envmap_control_texture(TexturePool* pool,
const tinygltf::Model& model,
int rgb_image_id,
int mr_image_id,
bool wrap_w,
bool wrap_h);
int texture_pool_debug_checker(TexturePool* pool);
struct NodeWithTransform {
@@ -60,12 +78,137 @@ struct NodeWithTransform {
math::Matrix4f w_T_node;
};
void dedup_vertices(const std::vector<tfrag3::PreloadedVertex>& vertices_in,
std::vector<tfrag3::PreloadedVertex>& vertices_out,
std::vector<u32>& old_to_new_out);
struct TieFullVertex {
tfrag3::PackedTieVertices::Vertex vertex;
u16 color_index = 0;
struct hash {
std::size_t operator()(const TieFullVertex& x) const;
};
bool operator==(const TieFullVertex& other) const {
return vertex == other.vertex && color_index == other.color_index;
}
};
template <typename T>
void dedup_vertices(const std::vector<T>& vertices_in,
std::vector<T>& vertices_out,
std::vector<u32>& old_to_new_out) {
ASSERT(vertices_out.empty());
ASSERT(old_to_new_out.empty());
old_to_new_out.resize(vertices_in.size(), -1);
std::unordered_map<T, u32, typename T::hash> vtx_to_new;
for (size_t in_idx = 0; in_idx < vertices_in.size(); in_idx++) {
auto& vtx = vertices_in[in_idx];
const auto& lookup = vtx_to_new.find(vtx);
if (lookup == vtx_to_new.end()) {
// first time seeing this one
size_t new_idx = vertices_out.size();
vertices_out.push_back(vtx);
old_to_new_out[in_idx] = new_idx;
vtx_to_new[vtx] = new_idx;
} else {
old_to_new_out[in_idx] = lookup->second;
}
}
}
std::vector<NodeWithTransform> flatten_nodes_from_all_scenes(const tinygltf::Model& model);
DrawMode draw_mode_from_sampler(const tinygltf::Sampler& sampler);
void setup_alpha_from_material(const tinygltf::Material& material, DrawMode* mode);
void setup_draw_mode_from_sampler(const tinygltf::Sampler& sampler, DrawMode* mode);
struct EnvmapSettings {
int texture_idx = -1;
};
EnvmapSettings envmap_settings_from_gltf(const tinygltf::Material& mat);
bool material_has_envmap(const tinygltf::Material& mat);
bool envmap_is_valid(const tinygltf::Material& mat);
/*!
* Find the index of the skin for this model. Returns nullopt if there is no skin, the index of the
* skin if there is a single skin used, or fatal error if there are multiple skins.
*/
std::optional<int> find_single_skin(const tinygltf::Model& model,
const std::vector<NodeWithTransform>& all_nodes);
int get_joint_count(const tinygltf::Model& model, int skin_idx);
template <typename T, int n>
std::vector<math::Vector<T, n>> extract_vec(const tinygltf::Model& model,
int accessor_idx,
int format) {
const auto& accessor = model.accessors[accessor_idx];
const auto& buffer_view = model.bufferViews[accessor.bufferView];
const auto& buffer = model.buffers[buffer_view.buffer];
const u8* data_ptr = buffer.data.data() + buffer_view.byteOffset + accessor.byteOffset;
const auto stride = accessor.ByteStride(buffer_view);
const auto count = accessor.count;
// ASSERT(buffer_view.target == TINYGLTF_TARGET_ARRAY_BUFFER); // ??
if (accessor.componentType != format) {
lg::die("mismatched format, wanted {} but got {}", format, accessor.componentType);
}
ASSERT(accessor.componentType == format);
switch (n) {
case 3:
ASSERT(accessor.type == TINYGLTF_TYPE_VEC3);
break;
case 4:
ASSERT(accessor.type == TINYGLTF_TYPE_VEC4);
break;
default:
ASSERT_NOT_REACHED();
}
std::vector<math::Vector<T, n>> result(accessor.count);
for (size_t x = 0; x < count; x++) {
for (int i = 0; i < n; i++) {
memcpy(&result[x][i], data_ptr + sizeof(T) * i, sizeof(T));
}
data_ptr += stride;
}
return result;
}
std::vector<float> extract_floats(const tinygltf::Model& model, int accessor_idx);
math::Matrix4f matrix_from_trs(const math::Vector3f& trans,
const math::Vector4f& quat,
const math::Vector3f& scale);
tfrag3::PackedTimeOfDay pack_time_of_day(const std::vector<math::Vector<u8, 4>>& color_palette);
struct MercExtractData {
TexturePool tex_pool;
std::vector<u32> new_indices;
std::vector<tfrag3::PreloadedVertex> new_vertices;
std::vector<math::Vector<u8, 4>> new_colors;
std::vector<math::Vector3f> normals;
std::vector<JointsAndWeights> joints_and_weights;
tfrag3::MercModel new_model;
};
// Data produced by loading a replacement model
struct MercSwapData {
std::vector<u32> new_indices;
std::vector<tfrag3::MercVertex> new_vertices;
std::vector<tfrag3::Texture> new_textures;
tfrag3::MercModel new_model;
};
void process_normal_merc_draw(const tinygltf::Model& model,
MercExtractData& out,
u32 tex_offset,
tfrag3::MercEffect& eff,
int mat_idx,
const tfrag3::MercDraw& d_);
void process_envmap_merc_draw(const tinygltf::Model& model,
MercExtractData& out,
u32 tex_offset,
tfrag3::MercEffect& eff,
int mat_idx,
const tfrag3::MercDraw& d_);
} // namespace gltf_util
+101
View File
@@ -0,0 +1,101 @@
#include "image_resize.h"
#include <cmath>
#include "common/math/Vector.h"
namespace {
struct BilinearSample {
int i0, i1;
double w0, w1;
};
BilinearSample bilinear(int src_i, double sample, bool wrap) {
BilinearSample result;
const double px_size = 1. / double(src_i);
const double px_center_f = (sample - 0.5 * px_size) / px_size;
const int px_floor = std::floor(px_center_f);
const double frac = px_center_f - double(px_floor);
if (px_center_f < 0) { // off the bottom
if (wrap) {
// wrap around!
result.i0 = 0;
result.i1 = src_i - 1;
result.w1 = -px_center_f;
result.w0 = 1. - result.w1;
} else {
// clamp to edge
result.i0 = 0;
result.i1 = 0;
result.w0 = 1;
result.w1 = 0;
}
} else if (px_floor >= (src_i - 1)) { // off the top
if (wrap) {
result.i0 = src_i - 1;
result.i1 = 0;
result.w0 = 1. - frac;
result.w1 = frac;
} else {
// clamp
result.i0 = src_i - 1;
result.i1 = src_i - 1;
result.w0 = 1;
result.w1 = 0;
}
} else {
result.i0 = px_floor;
result.i1 = px_floor + 1;
result.w0 = 1. - frac;
result.w1 = frac;
}
return result;
}
math::Vector4<u8> sample1(const u8* src, int w, int h, int x, int y) {
(void)h;
int offset = 4 * (y * w + x);
return math::Vector4<u8>(src[offset], src[offset + 1], src[offset + 2], src[offset + 3]);
}
math::Vector4<u8> sample_bilinear(const u8* src,
int w,
int h,
const BilinearSample& x,
const BilinearSample& y) {
auto p00 = sample1(src, w, h, x.i0, y.i0).cast<double>();
auto p01 = sample1(src, w, h, x.i0, y.i1).cast<double>();
auto p10 = sample1(src, w, h, x.i1, y.i0).cast<double>();
auto p11 = sample1(src, w, h, x.i1, y.i1).cast<double>();
auto p_interp = (p00 * x.w0 * y.w0 + p01 * x.w0 * y.w1 + p10 * x.w1 * y.w0 + p11 * x.w1 * y.w1);
return p_interp.cast<u8>();
}
} // namespace
void resize_rgba_image(u8* dst,
int dst_w,
int dst_h,
const u8* src,
int src_w,
int src_h,
bool wrap_w,
bool wrap_h) {
const double dst_px_h = 1. / dst_h;
const double dst_px_w = 1. / dst_w;
for (int h = 0; h < dst_h; h++) {
const float h_pos = (double(h) + 0.5) * dst_px_h;
const auto h_sample = bilinear(src_h, h_pos, wrap_h);
for (int w = 0; w < dst_w; w++) {
const float w_pos = (double(w) + 0.5) * dst_px_w;
const auto w_sample = bilinear(src_w, w_pos, wrap_w);
auto result = sample_bilinear(src, src_w, src_h, w_sample, h_sample);
for (int i = 0; i < 4; i++) {
*dst = result[i];
dst++;
}
}
}
}
+12
View File
@@ -0,0 +1,12 @@
#pragma once
#include "common/common_types.h"
void resize_rgba_image(u8* dst,
int dst_w,
int dst_h,
const u8* src,
int src_w,
int src_h,
bool wrap_w,
bool wrap_h);
+32
View File
@@ -2,6 +2,14 @@
#include "common/common_types.h"
#include "common/log/log.h"
#include "common/util/string_util.h"
#ifdef __APPLE__
#include <stdio.h>
#include <sys/sysctl.h>
#include <sys/types.h>
#endif
#ifdef _WIN32
// clang-format off
@@ -104,3 +112,27 @@ void setup_cpu_info() {
CpuInfo& get_cpu_info() {
return gCpuInfo;
}
std::optional<double> get_macos_major_version() {
#ifndef __APPLE__
return {};
#else
char buffer[128];
size_t bufferlen = 128;
auto ok = sysctlbyname("kern.osproductversion", &buffer, &bufferlen, NULL, 0);
if (ok != 0) {
lg::warn("Unable to check for `kern.osproductversion` to determine macOS version");
return {};
}
try {
std::string macos_major_version = buffer;
if (str_util::contains(buffer, ".")) {
macos_major_version = str_util::split_string(macos_major_version, ".")[0];
}
return std::stod(macos_major_version);
} catch (std::exception& e) {
lg::error("Error occured when attempting to convert sysctl value {} to number", buffer);
return {};
}
#endif
}
+3
View File
@@ -1,6 +1,7 @@
#pragma once
#include <cstddef>
#include <optional>
#include <string>
size_t get_peak_rss();
@@ -16,3 +17,5 @@ struct CpuInfo {
};
CpuInfo& get_cpu_info();
std::optional<double> get_macos_major_version();
+1 -1
View File
@@ -5,7 +5,7 @@
#include "common/goal_constants.h"
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
#include "third-party/dragonbox.h"
/*!
+3 -2
View File
@@ -79,7 +79,7 @@ void add_from_dir(FILE* fp, u32 sector, u32 size, IsoFile::Entry* parent) {
} else {
entry.name.pop_back();
entry.name.pop_back();
entry.offset_in_file = SECTOR_SIZE * extent;
entry.offset_in_file = (u64)SECTOR_SIZE * (u64)extent;
entry.size = dir_or_file_size;
}
}
@@ -100,7 +100,8 @@ void unpack_entry(FILE* fp,
}
} else {
if (print_progress) {
lg::info("Extracting {}...", entry.name);
lg::info("Extracting {}, size 0x{:x} offset 0x{:x}...", entry.name, entry.size,
entry.offset_in_file);
}
std::vector<u8> buffer(entry.size);
if (fseek_64(fp, entry.offset_in_file, SEEK_SET)) {
-1
View File
@@ -3,7 +3,6 @@
#include "common/util/Assert.h"
#include "common/versions/revision.h"
#include "fmt/core.h"
#include "fmt/format.h"
GameVersion game_name_to_version(const std::string& name) {
+11 -7
View File
@@ -4,21 +4,25 @@ files:
- source: /game/assets/jak1/subtitle/subtitle_lines_en-US.json
translation: /game/assets/jak1/subtitle/subtitle_lines_%locale%.json
excluded_target_languages:
- fr
- de
- es-ES
- it
- "fr-FR"
- "de-DE"
- "es-ES"
- "it-IT"
- ja
- en-GB
- fi-Fi
- source: /game/assets/jak2/text/game_custom_text_en-US.json
translation: /game/assets/jak2/text/game_custom_text_%locale%.json
- source: /game/assets/jak2/subtitle/subtitle_lines_en-US.json
translation: /game/assets/jak2/subtitle/subtitle_lines_%locale%.json
excluded_target_languages:
- "fr"
- "de"
- "fr-FR"
- "de-DE"
- "es-ES"
- "it"
- "ja"
- "it-IT"
- "ja-JP"
- "ko"
- "en-GB"
- "fi"
- "fi-Fi"
@@ -90,6 +90,9 @@ def draw_func_ob(self, context):
layout = self.layout
ob = context.object
layout.prop(ob, "set_invisible")
layout.prop(ob, "enable_custom_weights")
layout.prop(ob, "copy_eye_draws")
layout.prop(ob, "copy_mod_draws")
layout.prop(ob, "set_collision")
if (ob.set_collision):
layout.prop(ob, "ignore")
@@ -116,6 +119,9 @@ def register():
bpy.types.Object.set_invisible = bpy.props.BoolProperty(name="Invisible")
bpy.types.Object.set_collision = bpy.props.BoolProperty(name="Apply Collision Properties")
bpy.types.Object.enable_custom_weights = bpy.props.BoolProperty(name="Use Custom Bone Weights")
bpy.types.Object.copy_eye_draws = bpy.props.BoolProperty(name="Copy Eye Draws")
bpy.types.Object.copy_mod_draws = bpy.props.BoolProperty(name="Copy Mod Draws")
bpy.types.Object.ignore = bpy.props.BoolProperty(name="ignore")
bpy.types.Object.noedge = bpy.props.BoolProperty(name="No-Edge")
bpy.types.Object.noentity = bpy.props.BoolProperty(name="No-Entity")
@@ -1,6 +1,7 @@
{
// The "in-game" name of the level. Should be lower case, with dashes (GOAL symbol name)
// the name of this file, and the folder this file is in must have the same name.
// The long_name must also be 10 characters or fewer.
"long_name": "test-zone",
// The file name, should be upper case and 8 characters or less.
"iso_name": "TESTZONE",
@@ -67,21 +68,60 @@
"custom_models": ["test-actor"],
// Any textures you want to include in your custom level. This is mainly useful for things such as the zoomer HUD,
// which is not in the common level files and has no art group associated with it.
// sky textures and cases where you want to use objects drawn with the generic renderer,
// which also requires you to set a texture remap table and a list of tpages.
// To get a list of all the textures, you can extract all of the game's textures
// by setting "save_texture_pngs" to true in the decompiler config.
// The format is ["tpage-name", "texture-name1", "texture-name2", ...].
// If you want all textures from a tpage, you can just do ["tpage-name"].
"textures": [
// all textures required for the zoomer HUD
// "zoomerhud",
// "zoomerhud-dial",
// "zoomerhud-main-02",
// "zoomerhud-main-03",
// "zoomerhud-pieslice",
// "zoomerhud-heatbg-01",
// "zoomerhud-main-03arrow",
// "zoomerhud-main-03knob"
// Zoomer HUD textures
// ["zoomerhud"],
// Sandover sky textures
["village1-vis-alpha"]
],
// Which vanilla level's texture remap table to use.
// This is needed if you want to have proper textures for objects that are drawn using generic, such as
// dark eco pools or dying enemies. If you choose to use this,
// the order of art groups and tpages in your level's .gd MUST match the vanilla level's for the textures to work.
"tex_remap": "village1",
// Which sky to use for your custom level. This needs to be the name of a vanilla level with sky textures.
// Your level's mood update needs to be set up to copy the sky texture (update-mood-default already handles this as an example).
// You also need to add a specific tpage to your level .gd depending on the level you chose:
// training: tpage-1308.go
// village1: tpage-401.go
// beach: tpage-215.go
// jungle: tpage-388.go
// misty: tpage-520.go
// firecanyon: tpage-1123.go
// village2: tpage-921.go
// rolling: tpage-925.go
// sunkenb: tpage-162.go
// swamp: tpage-630.go
// ogre: tpage-1117.go
// village3: tpage-1194.go
// snow: tpage-712.go
// finalboss: tpage-1418.go
// The tpage you choose also has to be in the alpha (4th) slot in the "tpages" list below.
"sky": "village1",
// Any texture pages that are added to the level's "texture-ids" array.
// These will be logged in and linked as part of level loading.
// There are five tpage categories, in this order:
// - tfrag
// - pris
// - shrub
// - alpha
// - water
// This is also (with the exception of levels that use the zoomer) the order that the tpages are listed in in the vanilla .gd files.
// You need to also add these to your level .gd as well.
// Sky textures use the alpha slot.
// If this is empty and "tex_remap" and "sky" are the same level, this will be auto-filled with the tpages from the
// corresponding level (check its .gd file for the art group/tpage order to copy over).
"tpages": [],
// Ambients you want to use in your custom level. Ambients can be used for various things like changing the music variation (flava),
// adding ambient sounds, level name hints, etc.
"ambients": [
@@ -97,10 +137,10 @@
}
],
"actors" : [
"actors": [
{
"trans": [-21.6238, 20.0496, 17.1191], // translation
"etype": "fuel-cell", // actor type
"etype": "fuel-cell", // actor type
"game_task": "(game-task none)", // associated game task (for powercells, etc)
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-21.6238, 19.3496, 17.1191, 10], // bounding sphere
@@ -111,11 +151,11 @@
},
{
"trans": [-15.2818, 15.2461, 17.1360], // translation
"etype": "crate", // actor type
"trans": [-15.2818, 15.2461, 17.136], // translation
"etype": "crate", // actor type
"game_task": "(game-task none)", // associated game task (for powercells, etc)
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-15.2818, 15.2461, 17.1360, 10], // bounding sphere
"bsphere": [-15.2818, 15.2461, 17.136, 10], // bounding sphere
"lump": {
"name": "test-crate",
"crate-type": "'steel",
@@ -124,18 +164,18 @@
},
{
"trans": [-5.4630, 17.4553, 1.6169], // translation
"etype": "eco-yellow", // actor type
"trans": [-5.463, 17.4553, 1.6169], // translation
"etype": "eco-yellow", // actor type
"game_task": "(game-task none)", // associated game task (for powercells, etc)
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-5.4630, 17.4553, 1.6169, 10], // bounding sphere
"bsphere": [-5.463, 17.4553, 1.6169, 10], // bounding sphere
"lump": {
"name": "test-eco"
}
},
{
"trans": [-5.41, 3.5, 28.42], // translation
"etype": "test-actor", // actor type
"etype": "test-actor", // actor type
"game_task": 0, // associated game task (for powercells, etc)
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-7.41, 3.5, 28.42, 10], // bounding sphere
@@ -154,4 +194,4 @@
// }
// }
]
}
}
@@ -3,9 +3,14 @@
;; the actual file name still needs to be 8.3
("TSZ.DGO"
("static-screen.o"
"test-zone-obs.o"
("test-zone-obs.o"
"tpage-398.go"
"tpage-400.go"
"tpage-399.go"
"tpage-401.go"
"tpage-1470.go"
"plat-ag.go"
"test-actor-ag.go"
"test-zone.go"
))
)
)
@@ -1,6 +1,7 @@
{
// The "in-game" name of the level. Should be lower case, with dashes (GOAL symbol name)
// the name of this file, and the folder this file is in must have the same name.
// The long_name must also be 10 characters or fewer.
"long_name": "test-zone",
// The file name, should be upper case and 8 characters or less.
"iso_name": "TESTZONE",
@@ -49,27 +50,33 @@
// adds a 'type' tag (using the "symbol" and "string" lump types works the same way):
// "spawn-types": ["type", "spyder", "juicer"]
// The base actor id for your custom level. If you have multiple levels, this should be unique!
"base_id": 100,
// The base actor id for your custom level. If you have multiple levels, this should be unique!
"base_id": 100,
// All art groups you want to use in your custom level. Will add their models and corresponding textures to the FR3 file.
// Removed so that the release builds don't have to double-decompile the game
// "art_groups": ["prsn-torture-ag"],
// Commented out so that the release builds don't have to double-decompile the game
// "art_groups": ["yakow-ag"],
// Any textures you want to include in your custom level.
// This is mainly useful for textures which are not in the common level files and have no art group associated with them.
// To get a list of all the textures, you can extract all of the game's textures
// by setting "save_texture_pngs" to true in the decompiler config.
"textures": [],
// If you have any custom models in the "custom_assets/jak2/models/custom_levels" folder that you want to use in your level, add them to this list.
// Note: Like with art groups, these should also be added to your level's .gd file.
"custom_models": ["test-actor"],
"actors" : [
// Any textures you want to include in your custom level.
// This is mainly useful for textures which are not in the common level files and have no art group associated with them.
// To get a list of all the textures, you can extract all of the game's textures
// by setting "save_texture_pngs" to true in the decompiler config.
// The format is ["tpage-name", "texture-name1", "texture-name2", ...].
// If you want all textures from a tpage, you can just do ["tpage-name"].
"textures": ["yak-medfur-end"], // for yakow texture fix
"actors": [
{
"trans": [-15.2818, 15.2461, 17.1360], // translation
"etype": "crate", // actor type
"trans": [-15.2818, 15.2461, 17.136], // translation
"etype": "crate", // actor type
"game_task": 0, // associated game task (for powercells, etc)
"kill_mask": 0,
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-15.2818, 15.2461, 17.1360, 10], // bounding sphere
"bsphere": [-15.2818, 15.2461, 17.136, 10], // bounding sphere
"lump": {
"name": "test-crate",
"eco-info": ["eco-info", "(pickup-type health)", 2]
@@ -77,26 +84,37 @@
},
{
"trans": [-5.4630, 17.4553, 1.6169], // translation
"etype": "eco-yellow", // actor type
"trans": [-5.463, 17.4553, 1.6169], // translation
"etype": "eco-yellow", // actor type
"game_task": "(game-task none)", // associated game task (for powercells, etc)
"kill_mask": 0,
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-5.4630, 17.4553, 1.6169, 10], // bounding sphere
"bsphere": [-5.463, 17.4553, 1.6169, 10], // bounding sphere
"lump": {
"name": "test-eco"
}
},
{
"trans": [-7.41, 13.5, 28.42], // translation
"etype": "prsn-torture", // actor type
"trans": [-7.41, 1.04, 28.42], // translation
"etype": "yakow", // actor type
"game_task": "(game-task none)", // associated game task (for powercells, etc)
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-7.41, 13.5, 28.42, 10], // bounding sphere
"bsphere": [-7.41, 1.04, 28.42, 10], // bounding sphere
"lump": {
"name": "test-torture"
"name": "test-yakow"
}
},
{
"trans": [5.41, 3.5, 28.42], // translation
"etype": "test-actor", // actor type
"game_task": 0, // associated game task (for powercells, etc)
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [5.41, 3.5, 28.42, 10], // bounding sphere
"lump": {
"name": "test-actor"
}
}
]
}
}
@@ -4,6 +4,9 @@
;; the actual file name still needs to be 8.3
("TSZ.DGO"
(
"prison-obs.o"
;; "yakow.o" ;; leave this out, so it will spawn dummy viewer process (otherwise yakow needs navmesh)
"yakow-ag.go"
"test-zone-obs.o"
"test-actor-ag.go"
"test-zone.go"
))
@@ -1,6 +1,7 @@
{
// The "in-game" name of the level. Should be lower case, with dashes (GOAL symbol name)
// the name of this file, and the folder this file is in must have the same name.
// The long_name must also be 10 characters or fewer.
"long_name": "test-zone",
// The file name, should be upper case and 8 characters or less.
"iso_name": "TESTZONE",
@@ -49,26 +50,33 @@
// adds a 'type' tag (using the "symbol" and "string" lump types works the same way):
// "spawn-types": ["type", "spyder", "juicer"]
// The base actor id for your custom level. If you have multiple levels, this should be unique!
"base_id": 100,
// The base actor id for your custom level. If you have multiple levels, this should be unique!
"base_id": 100,
// All art groups you want to use in your custom level. Will add their models and corresponding textures to the FR3 file.
// "art_groups": [],
// Commented out so that the release builds don't have to double-decompile the game
// "art_groups": ["yakow-ag"],
// Any textures you want to include in your custom level.
// This is mainly useful for textures which are not in the common level files and have no art group associated with them.
// To get a list of all the textures, you can extract all of the game's textures
// by setting "save_texture_pngs" to true in the decompiler config.
// "textures": [],
// If you have any custom models in the "custom_assets/jak3/models/custom_levels" folder that you want to use in your level, add them to this list.
// Note: Like with art groups, these should also be added to your level's .gd file.
"custom_models": ["test-actor"],
"actors" : [
// Any textures you want to include in your custom level.
// This is mainly useful for textures which are not in the common level files and have no art group associated with them.
// To get a list of all the textures, you can extract all of the game's textures
// by setting "save_texture_pngs" to true in the decompiler config.
// The format is ["tpage-name", "texture-name1", "texture-name2", ...].
// If you want all textures from a tpage, you can just do ["tpage-name"].
"textures": ["yak-medfur-end"], // for yakow texture fix
"actors": [
{
"trans": [-15.2818, 15.2461, 17.1360], // translation
"etype": "crate", // actor type
"trans": [-15.2818, 15.2461, 17.136], // translation
"etype": "crate", // actor type
"game_task": "(game-task none)", // associated game task (for powercells, etc)
"kill_mask": 0,
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-15.2818, 15.2461, 17.1360, 10], // bounding sphere
"bsphere": [-15.2818, 15.2461, 17.136, 10], // bounding sphere
"lump": {
"name": "test-crate",
"eco-info": ["eco-info", "(pickup-type gem)", 1]
@@ -76,15 +84,38 @@
},
{
"trans": [-5.4630, 17.4553, 1.6169], // translation
"etype": "eco-yellow", // actor type
"trans": [-5.463, 17.4553, 1.6169], // translation
"etype": "eco-yellow", // actor type
"game_task": "(game-task none)", // associated game task (for powercells, etc)
"kill_mask": 0,
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-5.4630, 17.4553, 1.6169, 10], // bounding sphere
"bsphere": [-5.463, 17.4553, 1.6169, 10], // bounding sphere
"lump": {
"name": "test-eco"
}
},
{
"trans": [-7.75, 1.04, 27.136], // translation
"etype": "yakow", // actor type
"game_task": "(game-task none)", // associated game task (for powercells, etc)
"kill_mask": 0,
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [-7.75, 1.04, 27.136, 10], // bounding sphere
"lump": {
"name": "test-yakow"
}
},
{
"trans": [5.41, 3.5, 28.42], // translation
"etype": "test-actor", // actor type
"game_task": 0, // associated game task (for powercells, etc)
"quat": [0, 0, 0, 1], // quaternion
"bsphere": [5.41, 3.5, 28.42, 10], // bounding sphere
"lump": {
"name": "test-actor"
}
}
]
}
}
@@ -3,6 +3,9 @@
;; the actual file name still needs to be 8.3
("TSZ.DGO"
("test-zone.go"
)
)
(
"yakow-ag.go" ;; no code page for this in jak3, so it will spawn dummy viewer process
"test-zone-obs.o"
"test-actor-ag.go"
"test-zone.go"
))
+1 -1
View File
@@ -10,7 +10,7 @@
#include "decompiler/ObjectFile/LinkedObjectFile.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace decompiler {
/*!
+1 -1
View File
@@ -10,7 +10,7 @@
#include "decompiler/ObjectFile/LinkedObjectFile.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace decompiler {
// utility class to extract fields of an opcode.
+1 -1
View File
@@ -7,7 +7,7 @@
#include "common/common_types.h"
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace decompiler {
InstructionParser::InstructionParser() {
+1 -1
View File
@@ -7,7 +7,7 @@
#include "common/util/Assert.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace decompiler {
class DecompWarnings {
+17 -1
View File
@@ -12,7 +12,7 @@
#include "decompiler/ObjectFile/LinkedObjectFile.h"
#include "fmt/core.h"
#include "fmt/format.h"
namespace decompiler {
/////////////////////////////
@@ -149,6 +149,11 @@ SimpleAtom SimpleAtom::make_static_address(int static_label_id) {
return result;
}
void SimpleAtom::mark_as_no_hex() {
ASSERT(is_int() && !is_integer_promoted_to_float());
m_no_display_int_as_hex = true;
}
/*!
* Mark this atom as a float. It will be printed as a float.
* This can only be applied to an "integer" atom.
@@ -194,6 +199,8 @@ goos::Object SimpleAtom::to_form(const std::vector<DecompilerLabel>& labels, con
if (std::abs(m_int) > INT32_MAX) {
u64 v = m_int;
return pretty_print::to_symbol(fmt::format("#x{:x}", v));
} else if (m_no_display_int_as_hex) {
return goos::Object::make_integer_no_hex(m_int);
} else {
return goos::Object::make_integer(m_int);
}
@@ -346,6 +353,8 @@ std::string get_simple_expression_op_name(SimpleExpression::Kind kind) {
return "pcypld";
case SimpleExpression::Kind::VECTOR_PLUS:
return "vector+!2";
case SimpleExpression::Kind::VECTOR_XYZ_PRODUCT:
return "vector-xyz-product!";
case SimpleExpression::Kind::VECTOR_MINUS:
return "vector-!2";
case SimpleExpression::Kind::VECTOR_FLOAT_PRODUCT:
@@ -360,8 +369,12 @@ std::string get_simple_expression_op_name(SimpleExpression::Kind kind) {
return "vec4dot";
case SimpleExpression::Kind::VECTOR_LENGTH:
return "veclength";
case SimpleExpression::Kind::VECTOR_LENGTH_SQUARED:
return "veclength-squared";
case SimpleExpression::Kind::VECTOR_PLUS_FLOAT_TIMES:
return "vecplusfloattimes";
case SimpleExpression::Kind::VECTOR_PLUS_TIMES:
return "vecplustimes";
case SimpleExpression::Kind::SET_ON_LESS_THAN:
case SimpleExpression::Kind::SET_ON_LESS_THAN_IMM:
return "set-on-less-than";
@@ -420,6 +433,7 @@ int get_simple_expression_arg_count(SimpleExpression::Kind kind) {
case SimpleExpression::Kind::VECTOR_MINUS:
case SimpleExpression::Kind::VECTOR_FLOAT_PRODUCT:
case SimpleExpression::Kind::VECTOR_CROSS:
case SimpleExpression::Kind::VECTOR_XYZ_PRODUCT:
return 3;
case SimpleExpression::Kind::SUBU_L32_S7:
return 1;
@@ -430,8 +444,10 @@ int get_simple_expression_arg_count(SimpleExpression::Kind kind) {
case SimpleExpression::Kind::SET_ON_LESS_THAN_IMM:
return 2;
case SimpleExpression::Kind::VECTOR_LENGTH:
case SimpleExpression::Kind::VECTOR_LENGTH_SQUARED:
return 1;
case SimpleExpression::Kind::VECTOR_PLUS_FLOAT_TIMES:
case SimpleExpression::Kind::VECTOR_PLUS_TIMES:
return 4;
default:
ASSERT(false);
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