Commit graph

128 commits

Author SHA1 Message Date
Tyler Wilding 456d1ba536
goalc: add a performance report feature (#3519)
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)
2024-05-15 22:52:16 -04:00
water111 5b04be2fa0
Add hfrag, clean up some background renderer stuff (#3509)
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.
2024-05-09 20:11:43 -04:00
Hat Kid 36f1592b90
decomp3: lightning renderer, nav code, texture remap, fix progress menu crash (#3461)
Also adds:

- BLERC
- Minimap (with missing texture for the map, sprites work)
- Eco Mine files
- Precursor robot boss files
- Sewer files
- Vehicle files
2024-04-12 18:44:38 -04:00
Hat Kid 99866cec88
decomp3: more engine files, get-texture macro, use print method in autogenerated inspect, fix bitfield float print (#3432)
- `fma-sphere`
- `prim-beam-h`
- `cam-start`
- `ragdoll`
- `light-trails-h`
- `light-trails`
- `menu`
- `water`
- `water-flow`
- `hud`
- `hud-classes`
- `progress`
- `progress-draw`

---

The `get-texture` macro replaces calls to `lookup-texture-by-id` and
`lookup-texture-by-id-fast`. The `defpart` macro detection was modified
to print a pair like `(texture-name tpage-name)` for the texture field
that gets turned into a `texture-id` constant. Only used in Jak 3 at the
moment, I'll probably go through the other games at a later point.
2024-03-23 09:25:11 -04:00
Brent Hickey df2f3da321
[goal] Add labels, break, and continue to loops (#3426)
Uses (block) and (return-from) to support (break) and (continue) with
labeling

Supports `(while) (until) (dotimes) (countdown) (loop) (doarray)`

Test cases:
``` lisp
(dotimes (i 5)
    (when (= i 2)
        (break)
    )
    (format #t "i: ~D~%" i)
)
;; Output:
;; i: 0
;; i: 1

(dotimes (i 5)
    (when (= i 2)
        (continue)
    )
    (format #t "i: ~D~%" i)
)
;; Output:
;; i: 0
;; i: 1
;; i: 3
;; i: 4

(dotimes (i 3)
    (when (= i 2)
        (continue)
    )
    (format #t "outer: ~D~%" i)
    (dotimes (i 3)
        (when (= i 0)
            (continue)
        )
        (format #t "inner: ~D~%" i)
    )
)
;; Output:
;; outer: 0
;; inner: 1
;; inner: 2
;; outer: 1
;; inner: 1
;; inner: 2

(dotimes (i 5) :label outer
    (when (= i 2)
        (continue :from outer)
    )
    (format #t "outer: ~D~%" i)
    (dotimes (i 3)
        (when (= i 1)
            (continue :from outer)
        )
        (format #t "inner: ~D~%" i)
    )
)
;; Output:
;; outer: 0
;; inner: 0
;; outer: 1
;; inner: 0
;; outer: 3
;; inner: 0
;; outer: 4
;; inner: 0

(dotimes (i 5) :label outer
    (when (= i 2)
        (continue :from outer)
    )
    (format #t "outer: ~D~%" i)
    (dotimes (i 3)
        (when (= i 0)
            (break :from outer)
        )
        (format #t "inner: ~D~%" i)
    )
)
;; Output:
;; outer: 0

(dotimes (i 5) :label outer
    (when (= i 2)
        (continue :from outer)
    )
    (format #t "outer2: ~D~%" i)
    (dotimes (i 3)
        (when (= i 1)
            (break)
        )
        (format #t "inner2: ~D~%" i)
    )
)
;; Output:
;; outer2: 0
;; inner2: 0
;; outer2: 1
;; inner2: 0
;; outer2: 3
;; inner2: 0
;; outer2: 4
;; inner2: 0

(countdown (i 5)
    (when (= i 2)
        (continue)
    )
    (format #t "i: ~D~%" i)
)
;; Output: 
;; i: 4
;; i: 3
;; i: 1
;; i: 0

(let ((i 0))
    (while (< i 5)
        (when (= i 1)
            (break)
        )
        (format #t "i: ~D~%" i)
        (1+! i)
    )
)
;; Output: 
;; i: 0

(let ((i 0))
    (until (> i 5) :label outer
        (loop
            (break :from outer)
        )
        (format #t "i: ~D~%" i)
        (1+! i)
    )
)
;; Output:
;; nothing

(define *array* (new 'global 'boxed-array uint32 3))
(doarray (i *array*)
   (break)
   (format #t "doarray")
)
;; Output:
;; nothing

(doarray (i *array*) :label arrayloop
    (dotimes (i 5)
        (when (= i 2)
            (continue :from arrayloop)
        )
        (format #t "i: ~D~%" i)
    )
    (format #t "doarray~%")
)
;; Output:
;; i: 0
;; i: 1
;; i: 0
;; i: 1
;; i: 0
;; i: 1
```
2024-03-16 14:47:36 -04:00
Tyler Wilding db66ae4627
g/j2: Dynamic speedrun mode categories and implement a significant amount of a practice mode (#3378)
For example, `AppData/OpenGOAL/jak2/features/speedrun-categories.json`
is defined as such:
```json
[
  {
    "cheats": 0,
    "completed_task": 0,
    "continue_point_name": "",
    "features": 0,
    "forbidden_features": 992,
    "name": "Gunless",
    "secrets": 0
  },
  {
    "cheats": 1,
    "completed_task": 29,
    "continue_point_name": "ctypal-shaft",
    "features": 1024,
    "forbidden_features": 0,
    "name": "Turbo Jetboard - After Praxis 1",
    "secrets": 0
  }
]
```
> These entries can be created using the in-game menu as well.


https://github.com/open-goal/jak-project/assets/13153231/9b17a116-4aa9-40ad-b9f5-02b04e0ad4f3

---------

Co-authored-by: dallmeyer <2515356+dallmeyer@users.noreply.github.com>
2024-02-23 19:04:44 -05:00
jabermony 07427799a6
Jak3 Build Environment (#3098)
This sets out the bones of a Jak 3 build, many things are stubbed out,
guessed, or copied from Jak 2 but it should at least be good enough to:
run `task set-game-jak3`
launch the repl
run builds from the repl

build outputs themselves are untested but the build itself runs without
errors

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2024-01-15 20:37:16 -05:00
ManDude 7a8aa71204
[jak2] implement statistics tracker (#3288)
Currently only tracks enemy kills, and how they were killed. There is
currently no menu for this, but I've already added most of the text for
it. Also did a bunch of misc decompilation fixes and renamed some
methods.

Fixes #3277 
Fixes #3278
2024-01-11 22:49:41 +00:00
ManDude 349919f788
[jak2] implement pc cheats in menu (#3275)
Adds the opengoal cheats to the secrets menu. Only cheats that are fully
functional and unlockable are there right now, which is eight cheats.

This update will reset most Jak 2 settings.

Also fixes #3274 .
2023-12-28 11:14:10 +00:00
ManDude 956645bdb9
[jak2] adjust progress generic item sizes + add scrolling effect (#3231)
Makes most of the options larger to reduce the amount of dead space and
adds a smooth scrolling effect instead of having "pages".


![imagem](https://github.com/open-goal/jak-project/assets/7569514/fc483dea-226c-44ff-96e0-680e89a6df81)

Button remap menu has no scrolling. Fixes #2984
2023-11-29 18:27:02 +00:00
ManDude a7f2776782
fix dark jak punch sound and some samos sounds (#3214) 2023-11-19 11:35:07 +00:00
ManDude 8d1fec34b4
allow per-file override of type-to-artgroup map + use correct divide by zero handler in civilian.gc (#3148) 2023-11-04 18:25:13 +00:00
ManDude cd68cb671e
deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00
ManDude 09536c68ac
[compiler] asm-only disasm output + fix spacing bug (#3104) 2023-10-29 10:16:14 +00:00
Hat Kid 3c27b3942b
decompiler: better automatic detection of art groups and joint-node-index macro detection (#3061) 2023-10-06 16:42:16 +02:00
ManDude dfeb88b35d
[jak2] fully implement *user* (#3046)
Fixes #1918
2023-10-01 04:28:30 +01:00
ManDude 1f4044b9ff
Jak 2 controller LED implementation (#3035)
Adds controller LED features to Jak 2:
- progressive flickering denoting health
- copies tomb simon says puzzle colors
- unique colors for each gun
- orange color for being indax
- yellow color for being in mech
- purple color for being darkjak
- blue color for being in board
- red flash when wanted.

May add more features later?

Also did some minor clean-up on some types.
2023-09-28 02:47:09 +01:00
Tyler Wilding 8154c4659d
g/j2: Start adding game options to jak 2's menu (#2968) 2023-09-09 15:58:57 -04:00
ManDude 6e8b0e57c7
[extractor] fix territory being set to wrong value (#2946)
Also fixes a minor issue where the JP sound bank wouldn't work (Jak 1).

Fixes #2793
2023-08-30 18:36:10 +01:00
ManDude 9aa9b9d8e0
[jak2] get new cheats working (#2885) 2023-08-07 00:15:53 +01:00
ManDude 18ddd1613c
Jak 2 pc subtitle support (#2672)
Adds support for adding custom subtitles to Jak 2 audio. Comes with a
new editor for the new system and format. Compared to the Jak 1 system,
this is much simpler to make an editor for.

Comes with a few subtitles already made as an example.
Cutscenes are not officially supported but you can technically subtitle
those with editor, so please don't right now.

This new system supports multiple subtitles playing at once (even from a
single source!) and will smartly push the subtitles up if there's a
message already playing:

![image](https://github.com/open-goal/jak-project/assets/7569514/033e6374-a05a-4c31-b029-51868153a932)

![image](https://github.com/open-goal/jak-project/assets/7569514/5298aa6d-a183-446e-bdb6-61c4682df917)

Unlike in Jak 1, it will not hide the bottom HUD when subtitles are
active:

![image](https://github.com/open-goal/jak-project/assets/7569514/d466bfc0-55d0-4689-a6e1-b7784b9fff59)

Sadly this leaves us with not much space for the subtitle region (and
the subtitles are shrunk when the minimap is enabled) but when you have
guards and citizens talking all the time, hiding the HUD every time
anyone spoke would get really frustrating.

The subtitle speaker is also color-coded now, because I thought that
would be fun to do.

TODO:
- [x] proper cutscene support.
- [x] merge mode for cutscenes so we don't have to rewrite the script?

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-06-08 01:04:16 +01:00
ManDude 7c9c956808
vag player + skill tracker debug tools and fix some decomp (#2664)
Also fixed an original game bug in `loader.gc` on a method that's called
quite often, though I have no clue what erroneous behavior it could have
even caused.
2023-05-18 23:12:23 +01:00
water111 ef23fecd90
[goalc] default to non-immediate lambdas if not requested (#2604)
This fixes a long time issue with `lambda`. The `lambda` is a bit
overloaded in OpenGOAL: it's used in the implementation of `let`, and
also to define local anonymous functions.

```
(defmacro let (bindings &rest body)
  `((lambda :inline #t ,(apply first bindings) ,@body)
    ,@(apply second bindings)))
```

```
(defmacro defun (name bindings &rest body)
  (let ((docstring ""))
    (when (and (> (length body) 1) (string? (first body)))
      (set! docstring (first body))
      (set! body (cdr body)))
    `(define ,name ,docstring (lambda :name ,name ,bindings ,@body))))
```

In the first case of a `let`, a `return` from inside the `let` should
return from the functioning containing the `let`, not the scope of the
`lambda`. In the second case, we should return from the lambda. The way
we told the different between these cases was if the `lambda` was used
"immeidately", in the head of an expression (like it would be for the
`let` macro). But, this falsely triggers when an anonymous function is
used immediately: eg
```
((lambda () (return #f)))
```
should generate and call a real x86 function that returns immediately.

This should fix some death/mission failed stuff in jak 2.
2023-04-30 19:00:27 -04:00
Tyler Wilding 021bae08ec
d/jak2: fix elevator issues and cleanup script-context new method (#2304)
This fixes the issue where elevators leave you behind (stack structure
related)

At the same time I cleaned up some things I found along the way, most
notably changing `script-context`'s `basic` field to `object` as
non-basics use this method as well.

Fixes #2305
2023-03-09 20:03:43 -05:00
Tyler Wilding 6d99f1bfc1
d/config: re-organize decompiler/config and eliminate most of the duplication (#2185)
Reasons for doing so include:
1. This should stop the confusion around editing the wrong config file's
flags -- when for example, extracting a level. Common settings can be in
one central place, with bespoke overrides being provided for each
version
2. Less verbose way of supporting multiple game versions. You don't have
to duplicate the entire `type_casts` file for example, just add or
override the json objects required.
3. Makes the folder structure consistent, Jak 1's `all-types` is now in
a `jak1` folder, etc.
2023-03-08 20:07:26 -05:00
ManDude ad9a532ff9
[jak2] text aspect ratio fixes (#2251)
Fixes the aspect ratio of the font renderer (Jak 2 does not need the
same hacks as Jak 1), the custom letterbox/pillarbox sizes and fixes the
heap display.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2023-02-25 19:27:58 +00:00
Tyler Wilding 39658dfd71
docs: Automatically generate documentation from goal_src code (#2214)
This automatically generates documentation from goal_src docstrings,
think doxygen/java-docs/rust docs/etc. It mostly supports everything
already, but here are the following things that aren't yet complete:
- file descriptions
- high-level documentation to go along with this (think pure markdown
docs describing overall systems that would be co-located in goal_src for
organizational purposes)
- enums
- states
- std-lib functions (all have empty strings right now for docs anyway)

The job of the new `gen-docs` function is solely to generate a bunch of
JSON data which should give you everything you need to generate some
decent documentation (outputting markdown/html/pdf/etc). It is not it's
responsibility to do that nice formatting -- this is by design to
intentionally delegate that responsibility elsewhere. Side-note, this is
about 12-15MB of minified json for jak 2 so far :)

In our normal "goal_src has changed" action -- we will generate this
data, and the website can download it -- use the information to generate
the documentation at build time -- and it will be included in the site.
Likewise, if we wanted to include docs along with releases for offline
viewing, we could do so in a similar fashion (just write a formatting
script to generate said documentation).

Lastly this work somewhat paves the way for doing more interesting
things in the LSP like:
- whats the docstring for this symbol?
- autocompleting function arguments
- type checking function arguments
- where is this symbol defined?
- etc

Fixes #2215
2023-02-20 19:49:37 -05:00
ManDude 9351bf782e
[decomp2] game-info, game-task and task-control (#1884)
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`
2022-09-27 19:44:20 -04:00
Tyler Wilding e64414d9d0
d/jak2: finish drawable-group | drawable-inline-array | drawable-tree and path (#1899) 2022-09-24 12:27:02 -04:00
ManDude dee8feb003
fix a game bug and add a new compiler feature (#1758)
* 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
2022-08-15 18:46:29 -04:00
ManDude 163e86130f
separate language settings into 3 settings/options (#1636)
* 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
2022-07-12 18:00:52 -04:00
water111 5e23057ed1
[goalc] compile/run code for jak2 ckernel, set up dummy KERNEL.CGO (#1625)
[goalc] start can compile and run code for jak2 ckernel, set up dummy KERNEL.CGO
2022-07-08 19:23:49 -04:00
water111 28a2ecdfd3
[jak2] goalc supports multiple projects (#1619)
* [jak2] goalc supports multiple projects

* disable deci2 server if not debugging
2022-07-06 21:18:08 -04:00
water111 f763eb6bf0
[jak2] support for multiple out/ directories (#1585)
* [jak2] support for multiple out/ directories

* windows
2022-06-30 21:11:58 -04:00
Tyler Wilding 36dc015d62
jak2: Create goal_src skeleton (#1576) 2022-06-29 22:20:09 -04:00
ManDude 85bef15364
full ntsc-j mode + greatest hits support (#1525)
* 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
2022-06-23 18:44:02 -04:00
Tyler Wilding 9fdf0bbc2f
tools: Add cutscene player / subtitle editor window (#1429)
* 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
2022-06-11 16:32:27 +01:00
ManDude 7ce58f709f
process-spawn + pretty printer improvements (#1428)
* 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!
2022-06-10 02:18:08 +01:00
water111 bf2f785b2a
[decomp] clean up KERNEL.CGO code (#1420)
* [decomp] clean up KERNEL.CGO code

* spelling is hard
2022-06-05 15:20:33 -04:00
ManDude d01c16f451
[game] music player (#1416)
* 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
2022-06-04 14:53:49 -04:00
water111 148f52876a
[decomp] add import statements for art groups (#1372)
* new code

* update goal_src and remove all_imports

* update reference

* add decompiler list of imports

* deduplicate and move below decomp begins
2022-05-23 18:53:02 -04:00
water111 1a41c5f8dd
try using a hash table for art groups (#1370)
* try using a hash table for art groups

* comments and test
2022-05-21 19:36:14 -04:00
ManDude 19944ebe10
anim-tester-x + cam flip fixes + logxor! decomp (#1359)
* `anim-tester-x` + cam flip fixes + `logxor!` decomp

* Update anim-tester-x.gc
2022-05-21 15:47:41 -04:00
ManDude 0212aa10c9
[decomp] better handling of animation code and art files (#1352)
* 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
2022-05-20 02:30:14 +01:00
water111 05857c42f7
remove some duplicate build files (#1357)
* remove some duplicate build files

* use ENGINE dgo for tests
2022-05-19 22:08:01 +01:00
ManDude 3ed009924f
collision renderer v2 (#1344)
* collision renderer v2

* update code

* update again!

* Update collision.vert

* Update collide-target-h.gc

* fix code

* bleh

* gah

* minor fixes

* fix stupidity

* skip filters

* fix subtitle that i missed

* remove assert that doesn't work!

* Update hint-control.gc
2022-04-30 14:48:24 -04:00
ManDude 8eb0796f8e
subtitle editing and text project compiler rework (#1331)
* add a `subtitle` bucket and rename buckets 67 and 68

* automatic `heap-base`

* subtitles editor

* adjust default params

* bug

* Update subtitle.gc

* fix blue color inconsistency in progress

* void.

* Update subtitle.gc

* Update subtitle.gc

* Extend `heap-base` detection to check for errors

* sometimes it's actually manually set!

* remove broken error check

* rework how compiling text files works

* try out subtitles source v2

* bugfix

* oops

* Update game_text_common.cpp
2022-04-24 15:15:16 -04:00
ManDude e4c2f81e3a
Smarter send-event detection and fix touching-list bugs (#1320) 2022-04-18 18:31:59 -04:00
ManDude 66e395d547
[decompiler] detect seek! and seekl! macros (#1317)
* 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
2022-04-18 15:01:44 -04:00
ManDude 65de778b5c
some fixes (#1308)
* 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
2022-04-15 18:32:37 -04:00