This adds support for generating collide meshes when importing custom
models. A couple of things to keep in mind:
- A single `collide-mesh` may only have up to 255 vertices.
- When exporting a GLTF file in Blender, a `collide-mesh` will be
generated for every mesh object that has collision properties applied
(ideally, you would set all visual meshes to `ignore` and your collision
meshes to `invisible` in the OpenGOAL plugin's custom properties).
- Ensure that your actor using the model properly allocates enough
`collide-shape-prim-mesh`es for each `collide-mesh` ([example from the
original game that uses multiple
meshes](f6688659f2/goal_src/jak1/levels/finalboss/robotboss.gc (L2628-L2806))).
~One annoying problem that I haven't fully figured out yet (unrelated to
the actual functionality):
`collide-mesh`es are stored in art groups as an `(array collide-mesh)`
in the `art-joint-geo`'s `extra`, so I had to add a new `Res` type to
support this. The way that `array`s are stored in `res-lump`s is a bit
of a hack right now. The lump only stores a pointer to the array, so the
size of that is 4 bytes, but because we have to generate all the actual
array data too, the current `ResLump` code in C++ doesn't handle this
case well and would assert, so I decided to omit the asserts if an
`array` tag is present and "fake" the size so the object file is
generated more closely to how the game expects it until we figure out
something better.~
This was fixed by generating the array data beforehand and creating a
`ResRef` class that takes the pointer to the array data and adds it to
the lump.
This does a couple of things:
- The `custom_levels` folder was renamed to `custom_assets` and contains
`levels`, `models` and `texture_replacements` folders for Jak 1, 2 and 3
in order to keep everything regarding custom stuff in one place.
- With this, texture replacements now use separate folders for all games
- A build actor tool was added that generates art groups for custom
actors
- Custom levels can now specify what custom models from the `models`
folder they want to import, this will add them to the level's FR3.
- A `test-zone-obs.gc` file was added, containing a `test-actor` process
that uses a custom model as an example.
The build actor tool is still very WIP, the joints and the default
animation are hardcoded, but it allows for importing any GLB file as a
merc model.
For now, this just adds sky (clouds and fog), darkjak, and skull gem.
There are some unknown issues with drawing the skull gems still, but I
think it's unrelated to texture animations.
Also fixes https://github.com/open-goal/jak-project/issues/3523
Adds a quick perf report feature to `goalc` that lets you compare how
much faster / slower it takes to compile the projects, with some simple
features like filtering the files, adjusting for how large of a margin
of error in the speeds you care about, and which test iteration you want
to compare against.
This is something I plan to use as I work more in `goalc` as an easy way
to track / show the results.
![image](https://github.com/open-goal/jak-project/assets/13153231/26f140c7-66d7-4162-994a-a71061e22857)
Relates to #1353
This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.
The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.
Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.
Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
This adds hfrag, but with a few remaining issues:
- The textures aren't animated. Instead, it just uses one texture.
- The texture filtering isn't as good as at it could be.
I also cleaned up a few issues with the background renderers:
- Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
- Moved time-of-day color packing stuff to FR3 creation, rather than at
level load. This appears to reduce the frame time spikes when a level is
first drawn by about 5 or 6 ms in big levels.
- Cleaned up the x86 specific stuff used in time of day. Now there's
only one place where we have an `ifdef`, rather than spreading it all
over the rendering code.
This fixes issues with certain Jak 3 levels not rendering because there
is a mismatch between the DGO name, nickname and real level name (bsp
name).
FR3s use a different filename, so you can delete the ones you have after
this is merged.
This affects custom levels, but I don't have that toolchain set up so
someone else will have to test that.
This is primarily driven for proper mod-support. Mods would like to
isolate their settings and saves (potentially) and that is currently
done by find-and-replacing code before building. Bad!
Additionally, this has the side-effect of allowing for portable
installations of the game so, win-win.
Testing in progress, i'll merge once it is ready.
Patching up the extractor while working on the launcher, fixes:
- makes it so you can compile successfully given a folder path
(currently assumes your project path contains `iso_data`)
- ignore `buildinfo.json` from validation code.
- fixes an edge-case that could recursively fill up your entire
hard-drive!
- allows overriding the decompilation configuration via flag
- adds a way to specify where the ISO should be extracted to