* improve performance on intel graphics
* more tweaks, add a glfinish button
* remove divide in fragment shader
* temp
* add cpu sky blend
* use vao
* change format
* use floats in direct renderer
* format
* format again
* tfrag ice
* temp
* temp
* wip
* more progress on the instance asm
* first half of tie extraction, up to dma lists
* more tie extraction
* first part figured out maybe
* bp1 loop seems to work, bp2 loop does not
* bp1 and bp2 appear working. sadly ip is needed
* ip1 outline, not working ip2
* just kidding, ip2 seems to work
* extraction seems to work
* basic rendering working
* tie fixes
* performance optimization of tie renderer
* hook up tie to engine
* fix more bugs
* cleanup and perf improvements
* fix tests
* ref tests
* mm256i for gcc
* CLANG
* windows
* more compile fixes
* fix fast time of day
* small fixes
* fix after merge
* clang
* fix gamepad race condition, only allow gamepad for pad 0, fix `defstatehandler`, allow mapping any pad w/ keyboard
* dont render debug stuff with manylevel hack
* cmake: disable edit&continue flags
* goos: make the build system work for alternate file paths nicely
* vs: update vs config
* vscode: extend terminal buffer!
* vs: fix presets
* debugger: fix exception handler
* game: add logo to application
* decomp: get `cam-master` to "work" -- manually changed return type
* debugger: fix printing issue
* game: get the camera actually working
* game: neutralize the analog sticks
* game: support analog sticks
* tests: update ref tests
* temp commit - inprogress stuff
* fix `send-macro`
* turn camera stuff back on, seems to work. Still kernel-dispatch problem though
* address feedback
* formatting
* temp
* some decomp
* tfrag dma setup
* fix negative label bug
* tfrag dma setup
* tfrag, with pipeline tricks
* kinda works
* cleanup before trying some color stuff
* time of day works
* clean up
* temp before render changes
* a few more fixes
* fix up tests
* clean up
* fix
* fix alignment
* one more cleanup
* wip, taking a break to work on asm stuff first
* the goal code for sparticle
* mips2c the first sparticle asm function
* temp
* particle processing no longer crashing
* temp
* working texture cache for vi1 and hud textures
* sprites
* cleanup 1
* temp
* temp
* add zstd library
* temp
* working
* tests
* include fix
* uncomment
* better decomp of sparticle stuff, part 1
* update references
* `flying-lurker`
* why'd this get left behind?
* also `ambient` and add a `banned_objects` config and fix offline tests
* clang
* fix `ambient-type-sound`
* cleanup `main`
* whitespace
* start `progress` decomp pt1
* fill in more stuff
* Update label_types.jsonc
* run cheats
* clang
* make most of `progress` decompile
* `progress` pt 2
* [decompiler] support dynamic format strings
* Make `progress-draw` decompile and almost all `progress`
* make clang shut up
* fix unhandled format string
* fix `progress-draw`
* Update DecompilerTypeSystem.cpp
* fix?
* fixes
* fix a few functions
* make `language-enum`
* warn on weird floats
* fix minor pad bug
* dump stuff in `progress`
* make `progress-screen` enum
* progress progress
* update refs and fix stupid bug
* trying to get it to work
* it works!?
* disable sound functions
* fixes
* final touches
* tests
* tests
* add process allocations
* use the right register for windows
* another try for windows, counting is hard
* one more try
* use process allocations
Co-authored-by: water <awaterford111445@gmail.com>
* revamp gfx and display systems a bit
* Use some fancy c++ pointers instead of just raw pointers
* Tidy some things up.
* clang
* clang 2
* fixes
* fixesss
* error detection when making display
* update VS launch target params
* remove redundant VS launch option
* Add a debug PS2 VM to the runtime, currently only for the DMAC
* Formatting
* remove broken assert
* Avoid weird buffer overflow bug
* Test on `VIF0_DMA_BANK`!
* Add a docstring
* patch pointers for the other dma channels
* patch DMAC pointer
* remove dead leftover code
* Change default return value for `get_vm_ptr`
* Implement runtime display (test)
* Update runtime.cpp
* [game display] add "-nodisplay" argument
* style fixes
* Update gfx.cpp
* [deci2server] fix deadlock when killing a Deci2Server
* add libxrandr to linux github test
* correct package name to libxrandr-dev
* set g_main_thread_id in exec_runtime
* add libxinerama to linux test packages
* correct the name
* add libxcursor1 package
* Update linux-workflow.yaml
* add libxi-dev
* fix constructor for g_main_thread_id
* fix submodules + use -nodisplay during tests
* move the gfx loop to its own function and use a lambda for exit conditions
* fix include
* fix include
* fix includes (for real this time)
* Commit new spdlog implementation
Hopefully resolves Linux build dependency errors
* clang formatting
* Fix Linux-only definition
Found the culprit!
* More Linux fixes
Linus Torvalds have mercy on my soul
* Replace printf logging with spdlog equivalent
Preserve previous printfs in comments for now. Spdlog needs to be configured to be thread-safe. Few additional printfs to convert later. No changes have been made to GOAL's internal printing system
* clang-format stuff
* ugh more clang-format
why
* Another shot
* CMakeLists.txt update
Fix issues related to spdlog version targeting
* Remove old prints + fix log types
Up next is the transition to a git submodule, should be simple enough
* spdlog is now a git submodule
* adapted for project
* Linux fix
* More fixes
Yikes
* Update for linux
I should really fix my WSL environment
* Update workflow.yaml
Hopefully will resolve issues with GitHub Actions on Linux
* start cleanup
* fix typos
* fix syntax highlighting in doc
* lots of documentation updates
* clean and add tests
* more documentation and more error messages
* more document and try building kernel differently
* add some more tests for let
* support static strings
* add function calling
* add prints for windows debgu
* one test only
* try swapping r14 and r15 in windows
* swap back
* disable defun for now
* fix massive bug
* fix formatting