Moves PC-specific entity and debug menu things to `entity-debug.gc` and
`default-menu-pc.gc` respectively and makes `(declare-file (debug))`
work as it should (no need to wrap the entire file in `(when
*debug-segment*` now!).
Also changes the DGO descriptor format so that it's less verbose. It
might break custom levels, but the format change is very simple so it
should not be difficult for anyone to update to the new format. Sadly,
you lose the completely useless ability to use DGO object names that
don't match the source file name. The horror!
I've also gone ahead and expanded the force envmap option to also force
the ripple effect to be active. I did not notice any performance or
visual drawbacks from this. Gets rid of some distracting LOD and some
water pools appearing super flat (and pitch back for dark eco).
Fixes#1424
Manual patches:
`(trans idle krew-boss)`: `collide-shape` array created on the stack
changed to `(pointer collide-shape)`
---------
Co-authored-by: water <awaterford111445@gmail.com>
Implements the jak 2 lightning renderer as an alternate path through
Generic2. Also set up some generic stuff in the goal code.
There is a problem with the texture pool, which doesn't support the case
where two textures have the same tbp, but different cluts. So lightning
is often the wrong color (usually red).
I did a pass through all missions, fixing issues as they came up. Also
got `seal-at-waterslums` working -- the best mission in the game 🥳
Co-authored-by: water <awaterford111445@gmail.com>
Manual patches:
- `drill-turret`: The static data for `*turret-13-path*`,
`*turret-14-path*` and `*turret-15-path*` was decompiled by hand and the
integers in the `set-speed-mult` events have been replaced with boxed
integer arrays that contain only that integer in order to make the
compiler happy. To that effect, the event handler in `target-turret` was
changed to access that array instead of just accessing the int.
- `hover-nav-control`: In `hover-nav-control::10`, `arg2` is usually a
`vector`, but there are some places where it is called with `#t` as
`arg2` and, subsequently, crashes the game because it tries to access
the `quad` of `arg2` if `arg2` is truthy. To mitigate this, the
condition `arg2` has been replaced with `(and (!= arg2 #t) arg2)` (in
this case, it would jump to the `else` that just resets the `dest-vel`
and `transv` `quad`s)
- `drill-baron`: The static data for `*drill-ship-turret-speed-event*`
has been decompiled by hand.
TODOs:
- Jellyfish crash the game
- Destroying the metalhead eggs that are on the breakable wall crashes
the game (already happened with the Peacemaker before)
- Figure out why static data of type `turret-path-event` doesn't
decompile
The docs for all the hover-nav and nav-network code could use some love
in the future, I'm not smart enough to figure out what any of that code
actually means, but it seems to work...
Also threw in the fix for the ▲ that was accidentally left commented
out.
No more ghost town!
Manual patches:
- `hal3-course`: In `(anon-function 17 hal3-course)`, the decompiler is
doing something strange with `s3-0` that fails to compile, so I just
removed the `set!` and inlined the condition in the `when`.
- `guard`: Rewrote `(.mula.s)` stuff
This is a WIP while I'm learning the ins and outs of decompilation, but
putting up what I have for 2 reasons:
- Hoping someone can double check I'm on the right path (all functions
have signatures, all reasonably safe guesses for types have been put in,
using "object" for type where they're not)
- Might be blocked by not being able to run the offline-tests as a PAL
scrub
I'm going to look at what might be involved in making tests work for
PAL, but wouldn't be surprised if I have to wait to get a black label
version and come back to this after :(
---------
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
Some more progress on vehicle code, the following files still remain:
- vehicle-guard (annoying stack types)
- traffic-engine (many issues, some which already have issues made for
them, other entirely new confusing things!)
Initial implementation of the `ocean-mid`, `ocean-far` and `ocean-near`
renderers for Jak 2.
There's still a few things to sort out, mainly:
- [x] ~Backwards compatibility with Jak 1. The only thing that currently
stands in the way of that is figuring out a clean way to "un-hardcode"
the texture base pointer in C++ without creating a completely separate
`OceanTexture` class for Jak 2. One thing I thought of would be
modifying `BucketRenderer`'s virtual `init_textures` method to also pass
the `GameVersion`, but I'm not sure if there's a better way.~
- [x] ~The sudden transition from `ocean-near` to `ocean-mid`. Not sure
why it's happening or how to fix it.~
- [x] The ocean has two new methods in Jak 2, `ocean::89` and
`ocean::79`, one of which seems to be related to time of day sky colors.
~Even without them implemented, the end result looks quite close, so we
may be able to skip them?~ `ocean::89` generates `ocean-mid` envmap
textures, so it will likely be required, but will not be handled right
now.
Reverted the VU prologue removals because it made the tests fail.
Some side missions require cars, they don't work yet. Also the
ring-races and collection ones do not grant orbs. The hoaming beacon
collection one causes a `hud` crash
draft because using the array is a little weird still, don't feel like
dealing with window's slow debugging builds today.
I get the following weird error:
```clj
(define test-array (new 'static 'boxed-array :type type vector))
gr> (-> test-array 0)
1538004 #x1777d4 0.0000 vector
gr> (type? (-> test-array 0) type)
1342757 #x147d25 0.0000 #t
gr> (new 'static (-> test-array 0))
-- Compilation Error! --
Got 3 arguments, but expected 2
Form:
(-> test-array 0)
Location:
Program string:1
(new 'static (-> test-array 0))
^
Code:
(new 'static (-> test-array 0))
```
Maybe this is expected though and the `new` method wants a symbol, not a
type?
Fixes#2060
Co-authored-by: water <awaterford111445@gmail.com>
Adding support for better child-type method docstrings. This is a
problem unique to methods.
Usually, a child-type will have the same signature and a common name
will apply, but the implementation is different. This means, you
probably want a different docstring to describe what is happening.
Currently this is possible to do via `:replace`. The problem with
replace is two fold:
- a replaced method ends up in the generated `deftype`...because you
usually change the signature!
- we don't put docstrings in the `deftype` in normal GOAL, this is just
something we do for the `all-types` file (they go in the `defmethod`
instead)
- more importantly, this means anytime you now want to change the
parent's name/args/return type -- you have to apply that change
everywhere.
So this is a better design you can now just declare the method like so:
```clj
(:override-doc "my new docstring" <method_id>)
```
And internally a pseudo-replaced method will be added, but it will
inherit everything from the parent (except the docstring of course)
Unrelated - I also made all the keyword args for declaring methods not
depend on ordering
This also adds support for documenting virtual and non-virtual state
handlers. For example:
```clj
(:states
(part-tester-idle (:event "test") symbol))
```
or
```clj
(idle () _type_ :state (:event "test") 20)
```
I will probably add the ability to give some sort of over-view docstring
at a later date.
Co-authored-by: water <awaterford111445@gmail.com>
- started documenting the files I glossed over, some are totally done,
others are just partially done
- I changed the decompiler to automatically initialize the
art-group-info from the json file. This makes updating gsrc, even a
single file at a time, have consistent naming
- Though I disabled this functionality for jak 1, as I have no idea if
using the ntsc art groups will cause a regression for different versions
- fix indentation for docstrings -- it still doesn't look great, but
this is now a formatting concern, rather than the docstring having a
bunch of happen-stance leading whitespace.
`whack` is missing a single function (`birth-func-whack-score`) that I
couldn't figure out the right args for.
I was not able to test any of this code because I cannot get `atoll` to
extract.
Manual patches in:
- `tomb-boulder`: a few `ppointer->handle`s (I think) were not being
decompiled properly (all used in combination with `clone-anim-once`)
- `ruins-obs`, `pillar-collapse`: `art-joint-anim` casts
- `tomb-beetle`: commented out a call to `shadow-control-method-14` that
was crashing the game when spawning the beetles
- `grunt-mech`: commented out `(.mula.s)` instruction
Notes:
- `enemy-info`'s `idle-anim-script` is most likely a `(pointer
idle-control-frame)`, however, some `nav-enemy-info` labels set it to
`#f` (first encountered in `tomb-beetle`, but also present in `hal`,
`roboguard` and `metalkor-setup`), which crashes the decompiler. This
may become a problem in the future when we eventually get to these
files. For this PR, I made `tomb-beetle` decompile with
`idle-anim-script` set to `#f` and have not noticed any issues/crashes
with that.
- `tomb-boulder` compiles and doesn't crash, but when trying to play the
Daxter chase sequence, the boulder sometimes either spawns at the origin
or spawns in the correct place, but doesn't move.
Co-authored-by: water <awaterford111445@gmail.com>
- worked around audio code for gungame, the tutorials now function
- auto-exit cutscenes upon entry. This doesn't always work nicely (i
didnt want to cause any side-effects due to messing with load states)
but it atleast stops jak from being stuck forever waiting for the
cutscene to load
Effects the following files:
- [x] vehicle-rider
- [x] vehicle-control
- [x] vehicle-effects
- [x] vehicle
~~- [ ] vehicle-util~~
- [x] vehicle-physics
- [x] vehicle-states
~~- [ ] vehicle-guard~~
~~- [ ] traffic-engine~~
~~- [ ] traffic-manager~~
With the exception of traffic-engine, most of these files are either
done or have 1-3 stubborn functions remaining. Draft while I try to
resolve as many as possible / cleanup names and such.
Co-authored-by: water <awaterford111445@gmail.com>
Adds the following files:
- `amphibian`
- `centurion`
- `ginsu`
- `grenadier`
- `hopper`
- `metalmonk`
- `monster-frog`
- `predator-graph`
- `predator-h`
- `predator`
- `rapid-gunner`
- `rhino`
- `rhino-wall`
- `tomb-baby-spider`
Also adds the DGOs for the following levels:
- Mar's Tomb
- Mountain Temple
- Drill Platform
- Sacred Site (Sage Hut)
Manual patches:
- The decompiler emits `(b! #t cfg-17)` in `(trans hostile hopper)`
without putting a `(label cfg-17)` anywhere
- Added cast to `art-joint-anim` in `(code broken rhino-wall)` and
`(code hit rhino-wall)`
Other notes:
- `amphibian` seems to occasionally crash when using its tongue attack.
Haven't investigated this yet
- `ginsu` crashes after being killed somewhere in the `deactivate`
method, possibly because of its `part-spawner`
- Predators aren't spawning in the forest hunt mission, not sure if
`forest-obs` might be needed for that or if it's something else
- The `rhino-wall` STR animation seems to load (albeit a bit broken due
to missing VAG stream playback), but causes the viewport to shrink as
soon as it's played
- I added `pegasus::74` to the `event_handler_hack` bool in
`variable_naming.cpp` because I got a `none` cast after changing the
return value of `enemy::74`
- lets you split up your `startup.gc` file into two sections
- one that runs on initial startup / reloads
- the other that runs when you listen to a target
- allows for customization of the keybinds added a month or so ago
- removes a useless flag (--startup-cmd) and marks others for
deprecation.
- added another help prompt that lists all the keybinds and what they do
Co-authored-by: water <awaterford111445@gmail.com>
The things that aren't working right now:
- returning the board (maybe cutscene related?)
- draft until i see if this can be sorted out
- seems to need streaming audio as well, the `scene-player` gets
properly initialized from what i can tell
- had to hack around the streaming audio parts.
Everything relating to IK in `target-mech` was commented out as I
couldn't get a lambda to decompile properly, but the mech still seems to
work fine without it.
Co-authored-by: water <awaterford111445@gmail.com>
Two main problems fixed here:
- offline tests will fail on a comparison failure (a mistake from the
re-write)
- art-group-info is committed to the repo and shared with every thread
(running the tests with 1 thread, for example on the CI, and locally
were producing different results)
art files are still not provided to the jak2 offline tests:
- `*-ag` files are not being output
- `art-elts.gc` is not complete, as a handful of files claim to be
missing stuff
lastly, in jak1's offline tests we were also running `tpage` and `*-vis`
files through the decompiler. This omits that (they came from the
`all_objs.json` file) -- is this an issue?
I did some manual modifications in a few places to work around some
truly mysterious control flow, and some unsupported stack array stuff.
Also fixes a bug in decompiling static improper lists.
As far as I can tell, guns work, other than some graphical issues and
the crazy particle spawning issue, but I strongly suspect these are
problems with the sparticle/graphics side.
- Split up DGOs between threads in the multithreaded offline test
- fix some random warnings
- make the sig paths decompile a bit nicer to make some files smaller
When working with mips2c recently, I noticed adding the
`defmethod-mips2c` or `def-mips2c` code was a manual step. This is a bit
tedious to have to go and do yourself, but more importantly you have to
manually go and find the right spot in the source file else you might be
declaring it too early or too late.
This will automatically output the declaration for methods, and a
half-finished comment for the functions. I wasn't able to fully output
the function one because it seems the signature info from `all-types`
doesn't make it all the way through -- but maybe I'm wrong or this is an
easy fix?
Running reference tests/decompiler should now be possible on macos
(arm). Most of the changes were just cleaning up places where we were
sloppy with ifdefs, but there were two interesting ones:
- `Printer.cpp` was updated to not use a recursive function for printing
lists, to avoid stack overflow
- I replaced xxhash with another version of the same library that
supports arm (the one that comes in zstd). The interface is C instead of
C++ but it's not bad to use. I confirmed that the extractor succeeds on
jak 1 iso so it looks like this gives us the same results as the old
library.
A big one...
I figure even if we would like to change the way the particle/scene code
is output -- it'd be easier to find patterns with it all decompiled.
I've updated my script so it can easily be used to mass update these
files:
```bash
task update-gsrc-glob GLOB="**/*-part*.gc"
```
> for example will update gsrc files with `part` in their name -- if
they are in ref tests (so uncompleted ones aren't touched)
I found a few issues along the way that I'll have to make issues for
soon.
This solves two main problems:
- the looming threat of running out of memory since every thread would
consume duplicate (and probably not needed) resources
- though I will point out, jak 2's offline tests seem to hardly use any
memory even with 400+ files, duplicated across many threads. Where as
jak 1 does indeed use tons more memory. So I think there is something
going on besides just the source files
- condense the output so it's much easier to see what is happening / how
close the test is to completing.
- one annoying thing about the multiple thread change was errors were
typically buried far in the middle of the output, this fixes that
- refactors the offline test code in general to be a lot more modular
The pretty printing is not enabled by default, run with `-p` or
`--pretty-print` if you want to use it
https://user-images.githubusercontent.com/13153231/205513212-a65c20d4-ce36-44f6-826a-cd475505dbf9.mp4
- decompile `lights.gc`
- decompile remaining `target-death` function, you can die now
- fix float issue with `matrix-from-two-vectors-smooth!` making jak face
the wrong way in the slide thing
Mostly easy / particle def files. I did a bit in `ruins` but CFG
failures and missing `drawable` functions make it untestable for now so
I've put that on pause.
- target-part
- ;; ERROR: Failed to convert to atomic ops: Variable could not be
constructed from register r0 in `process-drawable-shock-wall-effect`
- gun-part
- missing sparticle decompiling case it seems related to `L155`
This is pretty rough but...im excited to see it working :)
The VU programs for the ocean renderer have changed a bit and
`ocean-texture` has a bunch of new stuff, otherwise things are
relatively similar to Jak 1.
This is the first time I used mips2c and I'm not sure I did it 100%
right, so that should be double-checked.
The only interesting one is `collide-hash`, which is untested.
The other two are very likely unused. I skipped the annoying code in
`collide-probe` because it's not used and the same as jak 1.
Offline tests ignore comments in their comparison, but there's no reason
to strip them from the file that goes into the reference test folder
when doing the typical update routine.
This just generates superfluous diffs for all the files already done
prior to this change and is meaningless (the lines are dropped anyway)
Couldn't finish any of the enemy/nav-enemy related files for one reason
or another, but quite a bit of work that will be easier to merge and
iterate on instead of keeping track of the branch.
enemy/idle-control has some very weird focus related code.
nav-mesh/nav-control still has a bunch of CFG resolution problems that
need to be manually resolved.
Co-authored-by: water <awaterford111445@gmail.com>
- fix issue described in
https://github.com/open-goal/jak-project/issues/1939
- fix `text`, which was manually patched with the wrong offset (was
reading the symbol value off by one byte)
- clean up some random useless prints
- make the offline tests keep trying if there's a comparison error,
clean up the output a bit so the diffs are all at the end.
The offline-tests are going to end up taking too long for jak 2, I did
some rough math and by the end of it we'll be spending almost 2 minutes
for a full offline test on my machine.
These changes allow us to throw hardware at the problem
Still some work to do to make the output nicer, but seems to be fairly
reliable. By default it still uses 1 thread, use `num_threads` to change
this.
Almost done:
- `target-handler` (`(none)` event handler casts and CFG error)
- `target2` (`(none)` event handler casts)
- `powerups` (`cloud-track` does some weird stuff with `handle`s)
- `gun-states` (CFG error)
Some progress in:
- `water-flow`
Additionally:
- Clean up the two year old Jak 3 config file and add a config skeleton
(disassembling seems to not have worked, but I was able to dump obj
files and the `all_scripts` file)
- Fix automatic skelgroup detection and `defskelgroup` macro for Jak 2
(closes#1950)
- When a function decompiles without any major errors, a warning is
generated with the op id for each unresolved load and store that will
likely fail to compile (closes#1933)
The type makes no sense when compared to the actual data there. This
modifies the type slightly, which I think is better than spending a
bunch of effort to special case this in the compiler/decompiler.
If we try this, and it turns out it doesn't work, we can always revisit
it. But I think this will work.
This PR does a few main things:
- finish decompiling the progress related code
- implemented changes necessary to load the text files end-to-end
- japanese/korean character encodings were not added
- finish more camera code, which is required to spawn the progress menu
/ init the default language settings needed for text
- initialized the camera as well
Still havn't opened the menu as there are a lot of checks around
`*target*` which I havn't yet gone through and attempted to comment out.
A few issues:
- lwidea's fr3 is getting loaded and unloaded all the time
- the debug line drawing clipping is wrong (doesn't seem wrong in pcsx2,
so I think this is on us)
- nothing actually using vis data yet
- at a large distance, our view frustum culling seems slightly too
aggressive (might be that viewport scissoring is wrong)
- in the city, things seem darker as you move away. unclear how this is
happening (fog?)
Favors the `lg` namespace over `fmt` directly, as this will output the
logs to a file / has log levels.
I also made assertion errors go to a file, this unfortunately means
importing `lg` and hence `fmt` which was attempted to be avoided before.
But I'm not sure how else to do this aspect without re-inventing the
file logging.
We have a lot of commented out prints as well that we should probably
cleanup at some point / switch them to trace level and default to `info`
level.
I noticed the pattern of disabling debug logs behind some boolean,
something to consider cleaning up in the future -- if our logs were more
structured (knowing where they are coming from) then a lot this
boilerplate could be eliminated.
Closes#1358
And everything else needed for them!
A couple functions are bad currently.
- fixes#1929 - untested on linux
- fixes#1924 - now you need to type `,` before a lambda you want to put
in a pair.
- fix debugger symbol table in jak 2
- made the decompiler output `(meters 2)` instead of `(meters 2.0)`
- fixed a bug with the bitfield enum special -1 case
- made bad game text decomp not exit the decompiler
- added `editable-player` and `script`
eg
```
(set! (-> obj sound-pre-open) (static-sound-spec "airlock-slider"))
```
it is the same as jak 1, but the `fo-curve` option is set to 1
sometimes.
Just missing `target-board-handler` because it errored with `Bad delay
slot in clean_up_cond_no_else_final` and I wasn't able to figure out
where the asm branch was.
Commented out `target-board-clone-anim` because it crashes even after
adding `clone-anim` and `clone-anim-once`.
A small quality of life increase that is more impactful since jak 2 has
double the file count.
I often use the offline-tests to find compiler errors / automatically
resolve them when i am finalizing a file. As more and more files are
completed this becomes increasingly more inefficient. When I know that
only 1 file needs to be decompiled / compared / compiled, I'd prefer to
have a feature like this.
Some notes:
- `draw-prototype-inline-array-shrub` can probably be decompiled but I'm
not comfortable doing this function myself. It's got a ton of inline
assembly (or at least I think it's inline assembly) and is very long. I
left this marked as asm for now but I am confident in the function
definition.
- The VU program is identical to Jak 1 (yay)
- There's some new `dma-test` stuff at the end of the file, not really
sure what it's doing but it runs in the top-level.
- decompile `subdivide`, `wind-work`, `tie-work`, `bsp`, `focus`
- support `ppacb` in compiler
- don't assert when bitfield stuff fails due to constant propgataion
weirdness
- finish up history
- div/mod unsigned assert fix in decompiler
- empty assert fix in decompiler for failed `add` type prop
- make jak 1 performance counters "work" (just measure time)
- fix cast/typos on pcgtb/vftoi15
Has boxed array accessing that prevents me from adding anything to ref
tests (the entire file is lambdas so the access pattern that i would
like to ignore happens at the top-level, can't ignore it.
This code actually already has quite a bit of original docstrings so
it's not too bad in that regard considering a `script-context` can have
16 arbitrary objects. It seems they rarely put more than a single object
in the context and the types are usually obvious / are actually type
checked!
The merc VU1 program is identical to Jak 1. Jak 2's merc is doing some
new texture login stuff and the DMA buffer setup is a bit different, but
overall very similar.
Fixes https://github.com/open-goal/jak-project/issues/1821 by adding a
special case for `new` method calls where the argument with type
`symbol` is actually an address to uninitialized structure on the stack.
Fixes https://github.com/open-goal/jak-project/issues/1849 (or at least
the cause of the issue Vaser gave in chat, and one random one I found in
`debug-sphere`)
Fixes https://github.com/open-goal/jak-project/issues/1853
Fixes https://github.com/open-goal/jak-project/issues/1857 by moving the
cast into the cond if the body is a single form and the destination type
is a bitfield/enum which is likely to work well. Seems to work on the
examples we could find in jak 1 and jak 2.
Also fixes an issue with casts on the result of `handle->process` (a
common place to use casts)
the output of process->handle is a plain process. Most of the time, you
end up casting this to a more specific. If you add a cast on every use
of the variable, the decompiler will decide to change the type of that
variable to the more specific type, and this breaks the handle cast.
so previously it was impossible to get code like
```
(let* ((s2-0 (the-as swingpole (handle->process (-> self control hack))))
(gp-0 (-> s2-0 dir))
)
```
But now it will work
Rewrites specific kinds of lets where the return value of the `set!`
itself is meant to be used to just be `set!`s. Implemented at the let
rewrite level. Seems to work for Jak 2 so far.
Fixes#1854 .
I wasn't able to 100% complete `debug` due to a bunch of level boundary
debug stuff I couldn't figure out. But, I added a ref test and
documented/copied over everything else into goal_src.
Most of the functions that existed in Jak 1 are identical, others got an
extra param or 2 and some now make copies of arguments instead of
modifying them. There's a bunch of new functions, including all of the
debug functions that used to be in `level-boundary` are now in `debug`.
At the very end of `debug` there's also some weird asm functions
checking for some EE memory controller bug (not sure what's up with
that)?
* sparticle-launcher
* d/jak2: large amount of `sparticle-launcher` done
* d/jak2: finish the majority of `sparticle`
* decomp: improve format code ignoring
* d/jak2: make bits unique in `sp-cpuinfo-flag`
* d/jak1: revert config change
* jak1: put common speedrunning code into it's own file
* jak1: enforce `60` fps while in speedrunning mode
* jak1: when speedrunning, display the version until you get the first powercell
* jak1: add an explicit option for skipping cutscenes
* jak1: extend `game-option` to allow any menu option to be disabled
* tests/jak1: allow whitelisting types to be redefined to satisfy typeconsistency checks
* jak1: add file headers
* jak1: cleanup bool checking
* test: delete the es substitle file
* test: add it back
* jak1: missed one cleanup spot related to bool comparisons
* d/jak2: finish `cylinder`
* d/jak2: mostly finish `history`
* d/jak2: finish a bit of `ripple` and `sync-info`
* d/jak2: finish `font-data` and chip away at some other files
* d/jak2: most of `text` done, a bit of `script` - symbol arr issue in `level-info`
* d/jak2: finish `mech-h`
* lint: format
* tests: fix typeconsistency
* d/jak2: address feedback
* 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>
* wip
* getting stuff set up so we can actually run test cases
* better handle block entry stuff
* types2 working on gstring
* comments
* math ref working
* up to first stack stuff
* stack fixes
* bounding box
* math stuff is working
* float fixes
* temp debug for (method 9 profile-array)
* stupid stupid bug
* debugging
* everything is broken
* some amount of type stuff works
* bitfield
* texture bitfields not working
* temp
* types
* more stuff
* type check
* temp
* float related fixes for light and res problems
* revisit broken files, fix bugs
* more types
* vector debug
* bug fixes for decompiler crashes in harder functions
* update goal_src
* decomp: add `docstring` support to relevant places in `all-types`
* decomp: output method docstring into the `defmethod` instead
* goalc: handle docstrings in `define[-extern]` (gracefully ignore for now)
* decomp: output docstrings for bitfield deftypes too
* goalc: fix `defenum` parsing when coming from the compiler (no symbol metadata to store to)
* lsp/tests: fix ups
* lint: formatting
* goalc: handle edge-case of defining a string constant
* cleanup leftovers, fix codacy issues, rename struct
* 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>
* 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
* 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
* tests: add a Jak2 `FormRegressionTest` fixture
* tests/ci: minimize test log output and produce a readable report
* improve naming of report due to underlying GitHub issue
* hopefully fix windows handling of this argument
* test...
* final test
* test linux coverage
* fix utf-8 handling around env-vars
* fix file opening errors related to unicode
* add uncaught exception handler in `gk` to ensure something is logged
* gracefully fail if window icon cant be loaded and work with unicode
* linux fix and add changes to vendor file