* Update default-menu.gc
* make fog hack slightly less aggressive
* add `reload-text` back but kinda fixed
* more unlocks for non-guaranteed musics
* smarter language save & load
* also save pc settings on autosave
* more special music log cases
* one more
* Reverted default keyboard camera controls to IJKL and fixed bug where use mouse would always be set as false
* Fixed inverse axis on Right Y axis analog keyboard control
* Fixed newpad unit test, fixed variable typo, and fixed MapAnalog typo in newpad.h
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
* Added screenshot hotkey and added a toggle to debug GUI to disable screenshot hotkey (#1765)
* Renamed gfx_dumps folder to screenshots and screenshots taken with hotkey now use game render options not debug gui screenshot render options (#1765)
* Updated get current timestamp to use strftime
* fixed clang formating errors for screenshot hotkey
Co-authored-by: sardap <sardap@users.noreply.github.com>
* scripts: remove references to non-existent script
* game: fix transition from fullscreen (not borderless) to windowed
* game: ensure window is position away from the corner of the display when switching from fullscreen
* game: add auto-splitter structs
* game/jak1: wire up auto-splitter updating to game when in SR mode
* game/jak1: add info to split on picking up white eco
* game/jak1: add another two tasks for fish and finalboss
* game/jak1: autosplitting code entirely in GOAL
* split some subtitles
* allow cutscene skipping in retail and fix softlock
* formatting
* make intro skipping work?
* citadel sagecage skipping
* finalboss sage skipping
* quicker quit to title
* uk text fixes
* fisher cutscene skipping
* fix test
* game: restore windowed mode settings properly
* game: use the game version for saving settings/saves
* game: prevent windowed mode from being auto-centered on initial init
* game: save and restore window coordinates
* lint: formatting
* redo cheat encodings
* fix error
* add no texture cheat
* tiny cleanup + add sidekick stats button
* crappy implementation of big/small head mode
* more correct bone scaling
* redo bone manip code a bit
* jp text fixes
* improved matrix math!
* add big fist cheat, minor type cleanup, add some debug toggles
* move all this mess to a new file
* slightly rework joint scaling function
* add big head npc cheat
* subtitles typo
* WIP mirror mode
* fix mirrored hud sprites
* fix mirror mode sound pan
* add cheats to menu!
* split some subtitles
* Added First working instance of controller/keyboard re-mapper
* Fixed clang formatting issues
* Updated newpad.cpp to inverse analog y-axis to make json labelling consistent
* Added mouse sensitivity options for X and Y axis in json, removed scroll mouse support, and other changes requested in feedback
* Added option to have ImGui debug menu appear on start up and remove hard coded set_imgui_visible calls
* Added newpad unit tests and updated function names to better describe intended functionalities
* Fixed formatting issue in newpad unit test
* Removed rumble unit test new pad
* Fixed codacy static analysis issues
* Fixed Linux build issues
* Implemented github feedback
* Implemented updated github feedback
* Fixed formatting errors
* Updated Pad::CheckPadIdx
* Implemented changes based on latest github feedback
* Implemented changes based on github feedback
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
* 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
* 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
* Automatically switch to dedicated GPU for runtime
Some machines with dual-GPUs cannot properly detect OpenGOAL as a high-performance application and properly utilize the dedicated GPU. This sets a flag for both Radeon and NVIDIA GPUs to always use the high performance GPU when available. I do not have a dual-GPU machine to test this on, but this should just work out of the box.
* clang-format
One day I will understand clang
* 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
* Use sleepthread in RPC loop
* Keep a pointer to current IOP thread
* Implement IOP thread scheduling based on priority
And implement DelayThread as an actual delay.
* Run IOP flat out
* Use information from scheduler in wait_run_iop
* Lock sif mutex in set_rpc_queue
* always use kernel dispatch with wait_run
* Loop in dispatch until no thread is ready
* Use timestamp for next wakeup
instead of duration
* Wrap IOP thread entrypoints for safety
Libco threads are not supposed to return from their entrypoint
* Use a queue for IOP thread wakeups from EE thread
* IopThreadRecord -> IopThread
* add libco
* Use cooperative threading for IOP threads
* Ugly solution for overlord start
Needs to run in a thread
* Clean out thread shutdown logic
* Update comments
* 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
* [graphics] a few optimizations
* fullscreen crap
* working, other than aspect ratio thing
* same behavior as before
* fix blackout bug, add more error messages
* fix error when 0 size buffer
* rm warning
* one last 0 size issue