* a crapton of fixes
* Update cavecrystal-light.gc
* damn you
* fix bunnies
* change codegen for int -> float cast (just add sign extension now)
* fix test
* this file is tagged anyway
* fix some stack types
* remove bad camera debug funcs
* add more heap bars and entity pick menu
* finish entity menu and make `music-flava` enum
* fix some `process-taskable` fields
* citadel sage crash fix
* fix citadel drop plats
* fix tests
* fix some casts
* update refs
* finish `village3-obs` and `snow-ball`
* Update README.md
* fix sidekick too
* fix issue?
* more entity inspect hardcoded checks
* more
* use `*display-actor-anim*` for something!
* CRAP
* also clear actor anim when deselecting entity
* *display-actor-anim* already renders this!
* do not display `path` tag info
* entity debug inspect tool
* one more
* make debug string even larger
* missing res tag types
* more polish and more known tags
* last few
* decomp: Add texture-upload to ref tests
* maybe 50% done?
* 5 functions to go!
* decomp: stuck in `navigate`
* work-around fp issue
* some cleanup and label casts
* working on supporting asm instructions -- this is currently WRONG
* support ASM operations
* fixes for asm op support
* decomp: finish the vast majority of `navigate`
* format
* update test though i think this suggests a regression!
* decomp: cleanup some more of navigate
* decomp: finish `rolling-lightning-mole`
* revert `r0` handling for `pcpyud` and `pextuw`
* update ref tests
* lint
* fix a failing test
* help
* navigate mostly works now, with some potential bugs
* remove my debugging logs
* update ref tests
* review feedback cleanup
* these are all likely fine
* can't get the crab to chase me anymore
* the crab is back
* [decompiler] `defpart` and `defpartgroup`
* support sounds in part defs natively
* make `meters_to_string`
* update refs
* clang
* make macros in pair only work inside `(unquote ...`
* update source
* update finish
* fix
* some cleanup and docs on collide-touch and the tie extractor
* temp
* more updates
* update ref tests
* type fix
* rest of collide shape
* another set of updates
* Add remaining levels to build system
* add a particles menu
* Update default-menu.gc
* Update part-tester.gc
* make part tester non-destructive
* Make the "ps2 particles" toggle work!
* Update kmachine.h
* fix test
* fix test
* cleanup: cleanup all-types and all state definitions
* these are fine
* these are fine
* these are fine
* everything is fine
* gsrc updated
* remove define-externs in gsrc
* update jak 2 config and hack to make game text dumpable
* update stuff
* update src
* do `cspace<-parented-transformq-joint!`
* progress.... kind of...
* more drawable stuff
* clagng
* bones begin
* more bones
* even more bones
* everything builds
* touches
* errors
* ?
* fix `quicksandlurker`
* updates
* update refs
* more fixes
* update refs
* decomp: finish `sidekick`
* decomp: got a lot of `target` done
* decompiler: Add support for non power of 2 offsets for inline arr access
* decomp: finish `target` mostly
* decomp: finish `water`
* decomp: finished `robotboss-weapon`
* decomp: finish `robotboss-misc`
* decomp: finish the majority of `robotboss`
* blocked: `racer` has an issue around entering a state
* blocked: `target-racer` done mostly, but NYI case in one function
* blocked: `racer-states` mostly finished, but bitfield issue
* blocked: `billy` on state decomping
* blocked: `bully` on state decomping
* waiting: `rolling-lightning-mole` waiting on navigate for 2 funcs
* blocked: `rolling-robber` finished but `s6-1` issue
* blocked: `ogreboss` uint64's for types cant label load em!
* blocked: `mother-spider` state decompilation
* half-done `target-flut`
* blocked: `target-flut` some sort of new bitfield state
* some improvements in `racer-states` with my new-found knowledge
* progress: started on `target-death`
* blocked: `target-death` handle casts
* decomp: finish `collide-reaction-racer`
* blocked: `target-handler` handler forced to return `none`
* decomp: 99% of `target2` finished
* decomp: finish `target2`
* gsrc: update
* update post merge
* address feedback
* scripts: add script to detect decomp issues
* fix wide-spread `collide-shape` method missing arg
* some small things i changed from master
* address feedback
* fix typeconsistency issue
* cmake: disable edit&continue flags
* goos: make the build system work for alternate file paths nicely
* vs: update vs config
* vscode: extend terminal buffer!
* vs: fix presets
* debugger: fix exception handler
* game: add logo to application
* decomp: get `cam-master` to "work" -- manually changed return type
* debugger: fix printing issue
* game: get the camera actually working
* game: neutralize the analog sticks
* game: support analog sticks
* tests: update ref tests
* temp commit - inprogress stuff
* fix `send-macro`
* turn camera stuff back on, seems to work. Still kernel-dispatch problem though
* address feedback
* formatting
* decomp: mostly finish `cam-master`
* decomp/scripts: lots of work in cam-states
* stash
* Merge remote-tracking branch 'water111/master' into decomp/camera-master
Updated submodule third-party/googletest
* decompiler: Add support for non power of 2 offsets for inline arr access
* decomp: mostly finish `cam-states` need to fix a macro issue
* blocked: `cam-master` decompiler crash when adding casts
* decomp: finish `cam-states-dbg`
* decomp: mostly finish `pov-camera` with the exception of joint-related code
* decomp: `cam-debug` finished decompiling, no way does this compile yet though
* decomp: considerable work done in `cam-layout`
* decomp: `cam-layout` almost done!
* decomp: `pov-camera` finished, TC tests will fail for now
* decomp: working on resolving issues
* decomp: cam-layout decompiling
* fixing more issues in cam-master...one event handler remains
* skip problematic function in `cam-master` for now
* gsrc: update res macros
* decomp: finish `cam-states`
* decomp: giving up on `cam-debug`
* tests: allow skipping state handlers in ref tests
* decomp: working through cam-layout bugs
* decomp: allow for shifting non-integers
* decomp: finalize `cam-layout` and `cam-master`
* decomp: finalize `cam-states`
* cleanup: bi-annual formatting of the casting files
* formatting
* decomp: start working on beach-obs
* blocked: `beach-obs` mostly finished, but handle cast issues and unknown `prebind` func signature
* blocked: `villagep-obs` done, `s6` not being referred to as `self`
* decomp: finish `citadel-obs`
* decomp: finish `darkcave-obs`
* blocked: need to allow `hud-h` to decompile properly (#f as static pointer)
* decomp: finish `jungle-obs`
* decomp: finish `village-obs`
* blocked: `misty-obs` handle cast issues
* decomp: finish `village2-obs`
* decomp: 1 function left in `swamp-obs`, particle related -- maybe we know now?
* decomp: finish `swamp-obs`
* blocked: `maincave-obs` handle casts
* decomp: finish `sunken-obs`
* blocked: `rolling-obs` handle casts and hud-parts
* decomp: finish `firecanyon-obs`
* decomp: finish `ogre-obs`
* blocked: `village3-obs` gives up type analysis!
* blocked: `snow-obs` has hud-parts and handle casts code
* decomp: finish `snow-flutflut-obs`
* blocked: `lavatube-obs` has s6-1 issue
* blocked: `title-obs` handle cast issues
* fixed post merge problems
* decomp: finish `jungleb-obs`
* blocked: `training-obs` has `s6-1` issue
* fix type consistency
* scripts: Extend update script to handle the game-text-id enum as well
* git: Update git attributes to effectively halve PR burden
* fixed `sound-play-by-name` signature
* fix particle definitions in firecanyon-obs
* fix func signature in racer-states
* update ref tests
* tests: update current ref tests
* tests: add `joint` to ref-tests
* tests: add `process-drawable` to ref-tests
* updated gsrc
* add back manual fix
* address most feedback, update source files
* get rid of forward declarations in `darkcave-obs`
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
* implement `defskelgroup` in decompiler
0 lines removed!
* clang
* fix matcher code
* it was fine actually
* update all files (pt 1)
* update all files
* remaining fixes!
* null deref
* use METER_LENGTH
* move max lod warning
* clang
* math error
* fix macros too
* fix bug in a print
* decomp `fisher`, `robotboss`, `light-eco`, `green-eco-lurker`, `sage-finalboss`, `robotboss-weapon`, `robotboss-misc`
* fixes
* add files
* add `:states` list to `deftype` and fix files
* test state forward decl's on a few more types
* also the refs
* add light-eco
* whatever
* wip, taking a break to work on asm stuff first
* the goal code for sparticle
* mips2c the first sparticle asm function
* temp
* particle processing no longer crashing
* temp
* working texture cache for vi1 and hud textures
* sprites
* cleanup 1
* temp
* temp
* add zstd library
* temp
* working
* tests
* include fix
* uncomment
* better decomp of sparticle stuff, part 1
* update references
* `flying-lurker`
* why'd this get left behind?
* also `ambient` and add a `banned_objects` config and fix offline tests
* clang
* fix `ambient-type-sound`
* add IR syntax highlighting
* set the filterFileRegex properly!
* stash
* decompiler: Add print if conditional fails
* decomp: Mostly finish `target-util`
* decomp: figured out a bit more with `target-util`, a bit stuck now
* decomp: *deep breath* `logic-target` mostly complete
* decompiler: More robust arg_count checking for `format` calls
* decomp: some more work in `target-util`
* fix sllv usage
* decomp: `logic-target` is compiling
* decomp: `target-util` very close - blocked by decomp issue!
* decomp: finish `target-util` except for one issue
#772
* demp: update goal_src
* linting
* add back the one remaining method
* address feedback, update source files