* scripts: cleanup scripts directory some more
* stash, getting there
* stash again
* closer!
* it works! decently....cleanup time and add some extra features
* minor cleanup
* dont crash on inline static value array
* [goalc] add support for non-static inline arrays of values
* add a kernel group to jak1
* move and cleanup pc debug code
* random cleanup in `hud-classes`
* pc port fix for gondola spools
* format
* address feedback (wow it was actually just changing 1 line all along...)
* minor decomp cleanup
* ref test
* fix invincibility cheat not working properly and fixed requirement
* typo
* added YMD for japan version of the game
* remove language cheat
* use language checks instead of territory checks in title logo
* forgot this call
* use `game-text-id->string` function here
* small cleanup to pc progress code
* better way to handle "locked" texts
* this is better
* fix potential incompatibilities with merc & ocean renderers
* show cheat requirements in menu + change requirements
* increase size of money starburst
* split some more subtitles
* potentially fix a vsync bug?
* change territory encoding logic
* pass game territory to compiler
* ugh LOL
* all-types: improve all-types generation
* all-types: re-generate all-types
* tests: remove the test reporting feature
the format indeed doesn't work, and all current actions require too many permissions for forked PRs.
I'll make my own eventually that works properly (use the new markdown feature)
* all-types: put the states in the method table instead
* all-types: replace all `*time*...uint64` fields with `time-frame` type
* all-types: address feedback
* reduce max supersampling options in progress menu
* cleanup knuth rng file
* save & load cheats
* allow keyboard controls when cpad is connected
* ignore key presses when imgui is being used
* save settings when quitting game
* Add in-game option to switch fullscreen monitor
* mmm undefined memory :)
* Fix type consistency
* Optimize get_monitor and get_monitor_count since they're called often
* Address PR feedback
* Track fullscreen mode and minimized state to reduce GLFW calls per frame
* subtitles: add german subtitles for new progress menu options
* subtitles: add german subtitles for village1, beach
* missed some strings
* jungle, firecanyon, finalboss cutscenes
* add framrate options to progress menu
* fix samos line
* add citadel cutscenes
* add text version to subtitles
* add text version to text file
* `sidekick` hints
* fix up `mayor-introduction`
* oops
* `training` hints
* `village1` hints
* `lavatube` hints
* `snowy` and `spidercave` hints
* `finalboss` hints
* `firecanyon` hints and cutscenes
* `beach` hints
* update game text file
* finish up subtitles
* add german to progress menu sub setting
* split all bad lines and fix a few small errors
* remove test block
* Fix rat game camera speed > 60fps
* (Mostly) fix swamp balance platforms at high fps
I think there's other physics stuff factoring into this, but these changes should cover what's specific to the platforms.
* forgot notes
* Fix baby spider wiggling too fast on high fps
* Rat game camera now takes into account lag frames
* raise particles cap to 10x
* change a text line
* allow sound bank load during vag
* fix default settings and fps setting
* keep "auto save disabled" option in menu
* cheats menu!
* Update game_text_ja.gs
* fix battle hud crash
* add cheats menu to title
* update settings version
* Update all-types.gc
* disable envmap fade out with hires actor lod setting
* disable merc fadeout if not using ps2 actor lods
* dont update aspect ratio if game size is bad
* set vsync later
* increase memory for generic, sprite and dma.
* fix issues with aspect ratio not saving
* split forcing envmap to a separate toggle
* too slow, dont expose to users yet
* add secrets menu, music player and some more pc settings
* remove todos
* rename string funcs
* replace cases
* add `game-text-id->string` function, refactor player menu generation
* remove process check, `cons` -> `dcons`, `strncpy`
* Enable L2 'boost if cheatmode is on and PC PORT
Nice QOL
* Enable daxter intro CS skip in retail mode on PC_PORT
* Add empty jak1 folder in ISO_DATA
We can revert this if we want but yeah I just think its more convenient by a tiny tiny tiny amount
* Fix typo in comment to be consistant
This probably isn't a typo but like a EU/US thing or something however I changed it just to be consistent with the other 382 instances in the port.
* Add gitignore back to root ISO_Data folder
* Remove early mention of Jak 2
* Update .gitignore
!**/.gitignore
* Fix instanced sprite distort renderer not always using the most recent sine table
Sometimes the game won't update the sine table on the same frame the aspect ratio changes (for example if the player is in a cutscene), but the renderer assumed that it was always up-to-date on the next frame. This caused it to occasionally use outdated vertex/tex coord data that usually made the distort sprites a little too small/big.
* Same fix, but better
* split rendering framebuffer
* fix blackout
* unhardcode c++ stuff
* optimization
* implement goal side of all this
* fix msaa
* sprite distort fixes
* fix resolution menu options
* save & load msaa
* linear filtering on the game screen
* fix bad texture units
* fun!
* unused
* make screenshot button capture the framebuffer and not the window buffer
* panik
* screenshot settings
* fix black screen on first frame of new framebuffer
* default fullscreen resolution to the screen size
* hide funny resolutions in windowed since it makes no sense
* only show subtitle notices during a subtitle context
* move language & subtitles (back) to game options
* remove "accessibility" menu and put its option in "misc"
* new subtitle language selection
* properly split audio & text language
* Update game_text_en.gs
* misc setting size fixes
* better fix for subtitle notice
* final touches
* subtitle fixes & uk-english subtitles
* more english fixes
* Fix floating rigidbodies at high FPS
- Caused the 'player impact' sound to play many times
- Simulation speed was also sped up in general (platforms would snap back to the neutral angle/position much faster)
* Fix lightning moles being a pain to chase on higher framerates
* Add high fps note
* Fix swamp rats wiggling too fast on high fps
* Fix 'kermit' moving super fast while airborne on high fps
* Fix low health animation for high fps
* Fix low eco animation for high fps
* Fix launcher cam rotating too fast with the analog stick at high fps
* Tweak high fps comments
* Fix zoomer heat HUD flashing too quickly on high fps
* Forgot a comment
* [WIP] initial sprite distort implementation
* Clean up
* More clean up + document sprite distort VU program
* Format code
* Address CI issues
* Adjust hacks in distort fragment shader
* oops
* Optimize sprite distort rendering down to one draw call
~2x speed up
* Format file
* Clean up distort rendering and add separate profile scopes
* Fix glVertexAttribPointer
* Fix sprite distort getting messed up when the viewable area doesn't fit the window perfectly
* Add debug option to disable sprite distort
* One evil space to fail CI...
* oops
* Increase sprite-aux-list size when PC_BIG_MEMORY is true
* Address lints
* add final cutscene subtitle and fix some editor bugs
* `title` and `finalboss` hints
* messages and notices for subtitle toggling
* fix colors in currently selected cutscene menu
* subtitle positioning fixes
* Update game_subtitle_en.gd
* put some duplicated code in a func
* make jak 2 text "work"
* group up all subtitles c++ code into one folder
* compact single-line subtitles
* fix a couple compiler crashes
* Update game_subtitle_en.gd
* `rolling` and `sunken`
* `swamp`
* `ogre`
* `village3`
* `maincave`
* `snow`
* `lavatube`
* `citadel`
* Update .gitignore
* clang
* fix encoding and decoding for quote
* properly fix quotes
* subtitle deserialize: sort by kind, ID and name
* sub editor: fix line speaker not being converted
* cleanup game text ids 1
* update text ids 2
* update source
* update refs
* Remove assets folder, use more std::filesystem
* windows fix
* another one for windows
* another one
* better system for different folders
* rm debugging stuff
* let extractor override everything
* dont revert jak1 change
* [extractor] validate files when extracted as folder
* jp text fixes
* move game text version to the text file and fix subtitle editor escape chars
* make bad subtitles not crash the game
* fix texscroll in lag
* fix mood, fix decomp of other versions, fix text decomp
* clang
* fix tests
* oops dammit
* new fixes
* shut up codacy
* fix nonexistant subtitles crashing the game
* fix text hacks and extractor re-use on folders
* Fix "last-hit" animations not playing for robotboss
This was causing destroyed parts of the robot to float in the air not moving for a moment.
* Add comments
* [build_level] drawable actor stuff
* clean up
* improved bsphere
* windows include nonsense
* final tuning
* m_pi
* what
* going insane
* merge conflict fix
* windows
* in-game vsync option, automatically framelimit correctly, fix minimize/alttab bugs
* fix jp text errors
* bump version number as panic
* this makes more sense i think
* clang
* oops delete debug print
* jak ambient wind, first person cam speed, cleanup
* fix seagulls!
* fix intro speed, mood, projectile collision, wind
* fix flying lurker and add comments
* oops didn't convert this back
* more comments
* Revert "more comments"
This reverts commit 9a211c594c.
* more comments
* yep
* missed 1 line
* more than 1 lol
* paren
* revert ripple for now, casting broke 60fps and didn't seem right
* Fix one frame of ghost yellow eco in finalboss
* Fixed the eco duping in goggles
Whoops tried to fix an issue that wasn't there and paid the price for it.
* Add commented code
Describing the change and noting that is it different than the original game.
Could be useful in the future if anything odd happens to have our changes documented.
* Wrap change in a when PC_PORT block
* Move comment from inside block to outside
Having the comment inside the block seemed cringe
* remove str files from inputs
* removed unused verbose flag
* allow some kind of conditional game building for JP extras
* make `PrintBankInfo` do nothing
* clang
* Update gltf_mesh_extract.cpp
* fix `*jak1-full-game*` in extractor
* use json library to build json file
* screw it red label support as well
* PAL dumps files
* alrighty then
* make PAL warning slightly more specific
* PAL patches for `title-obs`
* Update all-types.gc
* PAL patch `beach-obs`
* `process-taskable` PAL patch
* `ambient` PAL patch
* `yakow` PAL patch
* `village-obs` PAL patch
* `sparticle-launcher` patch
* `swamp-obs` PAL patch
* `sequence-a-village1` PAL patch
* typo
* errors
* `powerups` PAL patch
* `ogreboss` PAL patch
* jak 1 v2 encoding
* `load-boundary` PAL patch
* `flying-lurker` PAL patch
* `mayor` PAL patch
* update game encoding to PAL (v2) encoding
* `cam-debug` and `cam-update` PAL patch
* `fisher` PAL patch
* `target` PAL patch
* `target2` PAL patch and fix text compiling
* `target-death` PAL patch
* `target-racer-h` PAL patch
* `logic-target` PAL patch
* `main` PAL patch
* `snow-flutflut-obs` PAL patch
* `rolling-obs` PAL patch
* `gsound` PAL patch
* update refs
* `progress` and `progress-draw` PAL patches
* clang
* wrong.
* complain
* clang
* fix test
* fix blurry jp text
* fix weird interrupt lag from setting window size
* patch more text lines, special handling for credits
* Update FontUtils.cpp
* Add xdelta3 and file patching interface
* add window lock toggle and update settings ver
* better particle hacks
* add PAL support to extractor
* Fix credits
* also NTSC-J support
* make xdelta3 a separate library
* address feedback
Co-authored-by: water <awaterford111445@gmail.com>
* wip
* learning about colors
* gltf node stuff working
* cleanup
* support textures
* bvh generation seems reasonable
* tree layout
* frag packer, untested and doesnt do real stripping yet
* temp
* working collide frags
* handle bad inputs better
* clean up
* format
* include
* another include
* reorganize for release build use
* docs for ee merc code
* 150fps support but it replaces 60fps
* oops switched wrong mode
* oops 50.0 not 50
* formatting
* fix cutscene speed
* oops
* Replace latest merc.md, not sure what happened
* Automatically switch between video modes (ntsc or 150fps) based on
refresh rate. Cleanup particle timing
* cleanup
* fix idle animation
* linter
* fix village2 crash
* can load all levels again
* update loader output and replace sparticle time with formula
* Add 100fps support, add some comments, fix build
* formatting
Co-authored-by: water <awaterford111445@gmail.com>
* Fix outdated bucket id and change the bind display to not scroll off the screen
* Readability improvements to bind display (alignment)
* Provide script showing all font-color constants
* Rename display-all-colors.gc to keep with convention
* entity decomp and update battle hud code
* disable lag compensation in pc port
* delete unnecessary forward decls
* make battle hud track specific tasks
* fix mem leak + debug flying-lurker hud
* improve battle hud lights and fix bug
* tests
* stash
* temp
* tools: subtitle tool works! just gotta fill out the db / polish UX
* tools: added configuration for every subtitle we have so far
* tools: add some colors to the editor, time for repl controls and make it run the code!
* tools: continuing polish of tool, getting very close
* tools: finished UX polish, just need to write deserializers
* tools: added deserializer for subtitle data
* tools: exported subtitle files, all data appears intact
* tools: more UX polish and test all the cutscenes, majority work
* assets: update subtitle files
* lint: formatting and cleanup
* lint: codacy lints
* fix IOP getting stuck on music load
* fix regression? and clang
* fix a decomp
* fix another regression
* another
* fix "all actors"
* another regression!
* some jp support to fix some errors in the original game
* music fade toggle
* recognize `process-new` macros!!
* strip casts in this macro
* rename macro
* fix cast typecheck
* update source 1
* detect kernel stack case
* less boilerplate
* `manipy-spawn` special case
* pretty printer improvements
* revert dumb thing from earlier
* use shell detection on `send-event`
* fix some events
* remove unused argument
* detect `static-attack-info` and add `CondNoElse` to shell detect
* better `attack-info` detect
* support `process-spawn` in multi-lets
* detect `rand-float-gen` pt 1
* detect as return value
* detect in `countdown` and `dotimes`
* oops this wasnt working
* fancier `send-event`s
* clang
* update source!!
* fix tests
* fine jeez
* uh okay
* fix some accidental regressions
* fix more regressions
* regression fixes
* fix big bug...
* extra safety!
* music flava hack toggle
* fix hint subtitles not being considered offscreen
* music player works
* fixes + citadel, maincave, lavatube music
* add remaining tracks
* fix test
* fixes
* fix lib
* add "quit game" option to title
* reduce amount of particles in particle system
* increase merc2 memory
* enable extra particles by default
* fix tests
* various discord rpc additions
* fix formatting
* revert changes in game-task-h and task-control-h
* discord-rpc: refactor boss and racer/flut checks
now works via checking process states
* fix codacy
* tfrag3 data for merc2
* dma hooks for merc2
* start designing merc2 opengl, seems like the simple approach will be the best here
* before bone packing experiment
* fix up bones.gc
* use uniform buffer
* speedup, fix faces and eyes
* final fixes
* update refs
* [decompiler] read and process art groups
* finish decompiler art group selection & detect in `ja-group?`
* make art stuff work on offline tests!
* [decompiler] detect `ja-group!` (primitive)
* corrections.
* more
* use new feature on skel groups!
* find `loop!` as well
* fully fledged `ja` macro & decomp + `loop` detect
* fancy fixed point printing!
* update source
* `:num! max` (i knew i should've done this)
* Update jak1_ntsc_black_label.jsonc
* hi imports
* make compiling the game work
* fix `defskelgroup`
* clang
* update refs
* fix chan
* fix seek and finalboss
* fix tests
* delete unused function
* track let rewrite stats
* reorder `rewrite_let`
* Update .gitattributes
* fix bug with `:num! max`
* Update robotboss-part.gc
* Update goal-lib.gc
* document `ja`
* get rid of pc fixes thing
* use std::abs
* Split cam inversion settings into first/third person settings. Connect settings to controls for main first/third person cameras
* inverted -> flipped everywhere
* cam-billy first-person camera impl
* respect camera inversion in cam-stick (debug option only), launcher cams
* refactor into common functions
* couple more cams
* tweak menu text and size, fix function ordering
* convert to macros, more descriptive names
* pc port comments
* one missed comment
* menu text/size/display tweaks
* respect flipped in main debug cam
* [gtie] tie inst and proto functions
* first chain input to generic ee looks good
* m
* works
* ugh
* add tie generic
* rm debug print
* rm generic ties from fr3
* detect `seek!` and `seekl!`
* fancy struct instead of pair mess
* fixes
* i think this was wrong?
* update refs
* update source
* More logical branching
* even better branching
* Only append compiler flags in cmake
* add `RelWithDebInfo-clang` windows build
* bump serializer initial buffer size to 32mb
* extra flags for msvc
* proper anaphoric goal macros
* specify windows sdk version?
* fix "Object files are not named properly" fake error
* Update goal-lib.gc
* fix typo
* more typo
* shorten discord rpc text
* allow expanding enums after the fact (untested)
* make `game_text` work similar to subtitles
* update progress decomp
* update some types + `do-not-decompile` in bitfield
* fixes and fall back to original progress code
* update `progress` decomp with new enums
* update config files
* fix enums and debug menu
* always allocate (but not use) a lot of particles
* small rework to display mode options
* revert resolution/aspect-ratio symbol mess
* begin the override stuff
* make `progress-draw` more readable
* more fixes
* codacy good boy points
* first step overriding code
* finish progress overrides, game options menu fully functional!
* minor fixes
* Update game.gp
* Update sparticle-launcher.gc
* clang
* change camera controls text
* oops
* some cleanup
* derp
* nice job
* implement menu scrolling lol
* make scrollable menus less cramped, fix arrows
* make some carousell things i guess
* add msaa carousell to test
* oops
* Update progress-pc.gc
* make `pc-get-screen-size` (untested)
* resolution menu
* input fixes
* return when selecting resolution
* scroll fixes
* Update progress-pc.gc
* add "fit to screen" button
* bug
* complete resolutions menu
* aspect ratio menu
* subtitles language
* subtitle speaker
* final adjustments
* ref test
* fix tests
* fix ref!
* reduce redundancy a bit
* fix mem leaks?
* save settings on progress exit
* fix init reorder
* remove unused code
* rename goal project-like files to the project extension
* sha display toggle
* aspect ratio settings fixes
* dont store text db's in compiler
* properly save+load native aspect stuff
* [goalc] macro expansion in integer constants
* working
* didn't break it yet
* support conditional compilation
* fix up some more small bugs
* fix duplicate evaluation of bitfield definitions
* paranoid
* first attempt
* fix
* zip to tar
* windows
* try again, std::filesystem sucks
* std::filesystem is still garbage
* std::filesystem is terrible
* std::filesystem continues to waste my time
* again
* neadsflaldksal;df
* decompile 90% of shrubbery
* some more progress
* some more
* big function decompiled
* went through `draw-prototype-inline-array-shrub` and made more notes
* shrub: start implementing extract_shrub
* read through current notes and add the info to current decomp
* decomp: allow skipping inline-asm from output
* add code to BspHeader to get GOAL types for shrubs
* add doc
* wip
* fix bad merge
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
* Accept player RPC commands in overlord
* Remove the .projectile file
I use emacs for everything so I don't want it to only look at the goal code.
* Fill out most of the unique player structs
* Decompile most of ssound.c
* Silence some spam
* Comment out WaitSema instance
* Add a file with definitions for snd_ functions
Makes it compile without commenting them out.
Maybe it'd be nice to maintain the original API usage in overlord for
similarity and shim them to whatever API the player uses.
* Make SoundBank statically sized again.
Didn't realise this was used in an array. MSVC should be happy again.
Not sure what the actual size of these should be.
* Fix logic issue
* Finish RPC Loader
* More RPC_Player
* Play RPC command
* All the RPC commands added
* Call Music/Bank loaders
* audio: add almost all `.MUS` and `.SBK` files to build process
* Include TWEAKVAL in build output
* Load banks and music tweaks
* Comment out spam
* Sound struct unk -> is music
* Also test if empty1.sbk was found
For the sake of tests.
* Get rid of PC_DEBUG_SOUND_ENABLE
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
* cmake: reduce warning spam especially from libs
* runtime: add FS helper functions
* game: save/restore pc-settings | add original aspect option
* game: overwrite unloadable settings with defaults
* temp: unable to set the games aspect-ratio in the boot else crash?
* runtime: save memcard files to user directory as well
* runtime: fix `pckernel` load order which resolves setting the orig aspect ratio
* lint: format
* cmake: revert warning suppression, it's just causing problems it seems
* fix the order of the rest of `pckernel` and creation of obj file paths
* lint: formatting
* game: don't save settings on startup even if they are corrupted
* add ocean-vu0 mips2c and decomp ocean-texture
* vu1 texture setup
* temp
* unoptimized version working
* optimized version by default
* update ref test
* decompiler: support adding new strings to the game_text.txt file
* gsrc: expand the pckernel type and functions to work better with the menu
* gsrc: add new text-ids
* gsrc: add new macros to help with menu code
* gsrc: make a new type to generalize their list menu options
* gsrc: add new menu options and enums
* gsrc: cleanup and refactor the list menu option drawing code
this allows us to easily add a new list menu option...well as easy as the rest is atleast (setting up static lists properly, etc)
* gsrc: add and cleanup handling of new menu options
* scripts: add checks with nice error messages for user facing taskfile recipes
* lint: formatting
* address simple feedback
* gsrc: move modified files to `pc/` folder
* gsrc: revert changes to originally decompiled files
* gsrc: move modified and new files to `goal_src/pc` folder
* gsrc: update paths in `all_files.gc`
* temp
* name the obvious ones
* un-pipelined the fast case in generic vu1
* generic2 dma
* pass2
* first pass at opengl
* many fixes
* fix hud, strip
* windows fix
* final tweaks
* memcard folder
* add missing include
* rewrite memcard and game-save code
* fix memcard status and bank check
* more robustness
* fix bank pick on card update
* fix load file bugs
* bug fixes and final touches
* add timers and turn off prints
* optimization?
* update pics
* make money starburst slightly easier to see
* fix first time save bug
* reduce filesystem load a bit
* too bright
* Optimize `file_is_present`
* bug & crash fixes
* relax fog hack slightly
* buff particles more
* borderless hack
* tone down sprite hack
* int consts in `deftype` + increase sparticle queue
* move a menu button around
* clang + test fixes
* less confusing image
* add test for new deftype feature
* begin generic merc
* more generic stuff
* generic dma generation not crashing, at least until high-speed-reject
* c
* unpacker for generic
* starting to work
* small fixes
* more fixes
* more progress
* cleanup
* fix tests
* no custom imgui assert on windows
* add subtitles support (tools + goal + text file).
* add to build system proper
* better handling of line speakers
* billy test subtitles
* adjust timings
* better handling of subtitle timing + citadel subs
* press square to toggle cutscene subtitles
* improve DirectRenderer performance
* clang
* dont error out if there's no user files
* make system supports multiple inputs for subtitles
* clang
* oh no typo!!
* avoid future issues
* fix warp gate crash
* remove no longer necessary code in DirectRenderer
* remove temp prints
* delete triplicate code
* i found a better way
* fix make issues with subtitles
* force avx compilation
* MSAA
* support different TIE lods
* tfrag lod picking
* always compress screenshots
* mute annoying nvidia opengl message
* use a string here instead
* oops
* more mistakes...
* some changes to make the `anim-tester` kinda work
* types for `lava` (who cares)
* fix divide by zero macros
* cleanup filenames
* fix tests + minor bug
* decomp: `eye` close just need a pile of casts for the rendering code
* stash
* decomp: `eye` mostly cleaned up, xmm reg issue with `pextlb`
* waitin
* update ref tests and gsrc
* update reference tests
* delete unused shaders
* hide some options in debug menu
* change fullscreen logic a bit
* add "all actors" toggle
* borderless fix and fix alpha in direct renderer untextured (do we need a separate shader for that?)
* fix fuel cell orbit icons in widescreen
* fix `curve` types
* refs
* fix levitator task...
* fix some task stuff
* update font code a bit (temp)
* cmake, third-party and visual studio overhaul
* Update .gitmodules
* update modules
* clone repos
* fix encoding in zydis
* where did these come from
* try again
* add submodule
* Update 11zip
* Update 11zip
* Update 11zip
* delete
* try again
* clang
* update compiler flags
* delete 11zip. go away.
* Create memory-dump-p2s.py
* properly
* fix minimum architecture c++ compiler flags
* fix zydis
* oops
* Update all-types.gc
* fix clang-cl tests
* make "all actors" work better, entity debug qol
* update game-text conversion code to be more modularized
* Create vendor.txt
* fix typos and minor things
* update refs
* clang
* Attempt to add clang-cl support to vs2019 and CI
* vs2022 + clang-cl
* srsly? fix clang build
* Update launch.vs.json
* extend windows CI timer
* merc dma generation
* wip very early version of merc
* small fixes
* fix
* fix more merc bugs
* derp fixed min
* oops we did need something weird on max
* merc for everything
* program optimization 1
* more optimization
* windows
* windows 2
* clean up
* fix test
* BLERC
* a crapton of fixes
* Update cavecrystal-light.gc
* damn you
* fix bunnies
* change codegen for int -> float cast (just add sign extension now)
* fix test
* this file is tagged anyway
* fix some stack types
* remove bad camera debug funcs
* add more heap bars and entity pick menu
* finish entity menu and make `music-flava` enum
* fix some `process-taskable` fields
* citadel sage crash fix
* fix citadel drop plats
* fix tests
* fix some casts
* update refs
* finish `village3-obs` and `snow-ball`
* Update README.md
* fix sidekick too
* fix issue?
* more entity inspect hardcoded checks
* more
* use `*display-actor-anim*` for something!
* CRAP
* also clear actor anim when deselecting entity
* *display-actor-anim* already renders this!
* do not display `path` tag info
* entity debug inspect tool
* one more
* make debug string even larger
* missing res tag types
* more polish and more known tags
* last few
* also add a new sprite renderer
* claaaang
* goal build fix
* fix tests, add stack singleton option
* make all event-message-blocks the same
* diskboot
* decomp: Add texture-upload to ref tests
* maybe 50% done?
* 5 functions to go!
* decomp: stuck in `navigate`
* work-around fp issue
* some cleanup and label casts
* working on supporting asm instructions -- this is currently WRONG
* support ASM operations
* fixes for asm op support
* decomp: finish the vast majority of `navigate`
* format
* update test though i think this suggests a regression!
* decomp: cleanup some more of navigate
* decomp: finish `rolling-lightning-mole`
* revert `r0` handling for `pcpyud` and `pextuw`
* update ref tests
* lint
* fix a failing test
* help
* navigate mostly works now, with some potential bugs
* remove my debugging logs
* update ref tests
* review feedback cleanup
* these are all likely fine
* can't get the crab to chase me anymore
* the crab is back
* [decompiler] `defpart` and `defpartgroup`
* support sounds in part defs natively
* make `meters_to_string`
* update refs
* clang
* make macros in pair only work inside `(unquote ...`
* update source
* update finish
* fix
* fill collide cache with bounding box working
* yprobe fully working for background at least
* target
* final cleanup, add a bit more foreground mesh stuff that is untested
* warnings, merge issues
* tests
* revert debug changes, format'
* rendering perf
* some cleanup and docs on collide-touch and the tie extractor
* temp
* more updates
* update ref tests
* type fix
* rest of collide shape
* another set of updates
* Add remaining levels to build system
* add a particles menu
* Update default-menu.gc
* Update part-tester.gc
* make part tester non-destructive
* Make the "ps2 particles" toggle work!
* Update kmachine.h
* fix test
* fix test
* cleanup: cleanup all-types and all state definitions
* these are fine
* these are fine
* these are fine
* everything is fine
* gsrc updated
* remove define-externs in gsrc
* update progress code and fix our frame "scissoring"
* aspect ratio hacks
* expand progress tint for widescreen
* give up and comment things properly
* properly undo hacks
* optimize sprite texture flush + update shaders
* fix bugs
* change logic a bit
* crunch PNGs
* hud size fix
* clang
* remove shaders from list
* use really small alpha cut-off point for sprites
* ad `flat` to vertex shaders too
* increase cut-off very slightly
* take *2 into account
* ok for real this should be good enough
* decomp: finish `target-racer`
target-racing-turn-anim was the `cond` issue here
* decomp: finish `target-tube`
target-tube-turn-anim was the issue here
* 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
* update jak 2 config and hack to make game text dumpable
* update stuff
* update src
* do `cspace<-parented-transformq-joint!`
* progress.... kind of...
* more drawable stuff
* clagng
* bones begin
* more bones
* even more bones
* everything builds
* touches
* errors
* ?
* fix `quicksandlurker`
* updates
* update refs
* more fixes
* update refs
* some fixes, but no file unblocked completely yet - `balloonlurker` is close
* decomp: finish `vol` - i did it!...i think
* decomp: finish `helix-water`
* decomp: finish `minecart`
* fix `define-perm`s
* fix a couple macros in ref tests
* `default-menu` cleanup
* add `find-instance-by-name` func
* improve debugger slightly hopefully
* fix IOP PLAY buffer overrun bug
* fix `default-menu` more
* automatically convert ints in static pairs to/from bintegers
* fix test
* clang
* fix a few more lambdas
* update refs
* add custom menu cuz cool
* oopsie! also make `default-level` and `halfpipe` go away
* add camera teleport menu
* update types in debug menu
* 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