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.
- 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
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
* 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
* 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
* git: ignore vs build dir
* cmake: ditch `clang-cl` on windows in favor of actual `clang`
* build: suppress a significant number of warnings
* build: adjust workflows and vendor nasm
* docs: update docs to remove `clang-cl` mentions
* tests: move jak1 reference tests into their own folder
* tests: update offline tests to support multiple games
* tests: some additional fixes and multi-game handling
* tests: update reference tests
* extractor: refactor and cleanup for multi-game support
* deps: switch to `ghc::filesystem` as it is utf-8 everywhere by default
* extractor: finally working with unicode
* unicode: fix unicode cli args on windows in all `main` functions
* 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
* 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>
* 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
* 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
* 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
* ci: switch to codacy for coverage
* docs: update badges
* decomp: allow overriding config flags via CLI
* cleanup: top level file cleanup
* docs: big README overhaul
Attempt to close#1128 and #1086
* decomp: attempt to detect if `iso_data` is missing or wrongly extracted
* game: switch to `fpng` for screenshots, allow for compression
closes#1035
* game: switch vsync control to a checkbox
* lint: format cpp files
* lint: format json files
* docs/scripts: organize taskfile
* 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