Commit graph

2226 commits

Author SHA1 Message Date
Tyler Wilding 8ce31e5a4c
input: fix double press issue when assigning a bind (#2895) 2023-08-09 22:50:02 -04:00
Tyler Wilding 3923f68fae
cmake: fix regression for building SDL statically (#2894) 2023-08-08 22:00:26 -04:00
Tyler Wilding a06a6c6416
cleanup our cmake and build warnings (#2876) 2023-08-08 20:53:16 -04:00
Tyler Wilding 59ac52721c
log: don't recursively iterate when rotating log files (#2892) 2023-08-08 20:49:01 -04:00
Hat Kid 6061f39728
custom levels: fix crash when more than one ambient is present (#2891) 2023-08-08 20:24:13 +02:00
Tyler Wilding 5d7aa7cea1
log: rotate log files with timestamps and add flag to disable ANSI colors (#2886)
Rotates the log files with a timestamp instead of copying all files and
incrementing an integer. Increases the amount of info you have when
looking at user's log files (ie. when looking at all the files, the file
creation dates are accurate).


![image](https://github.com/open-goal/jak-project/assets/13153231/61bcdf51-f0f6-4eee-b1e5-140aede5d19e)

Also simplifies the API for setting the log file, and `gk` logs are now
game specific with `jak1` or `jak2`. Which should be useful going
forward.

Lastly, added a flag to all CLIs to disable ansi colors for people that
want to do so. Though at the same time, there is finally a workaround in
jenkins to fix ANSI colors in the truncated log view -- so I'm not sure
why anyone would want to get rid of the color information. You can even
setup text editors to display the color info making log parsing much
easier. Fixes #1917

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-08-08 17:59:37 +01:00
ManDude 39d989cfcc
[jak2] prepare scf-get-territory usage (#2890) 2023-08-08 17:21:29 +01:00
OpenGOAL Bot 988fdfb5b0
CI: Periodic Controller Database Update (#2889)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2023-08-07 19:21:40 +01:00
ManDude 7757483f01
[jak2] progress: make custom aspect ratio menu (#2888)
New menu for setting a custom aspect ratio.


![image](https://github.com/open-goal/jak-project/assets/7569514/33f81bc4-0219-4aba-b4ed-81394e4e4ceb)

![image](https://github.com/open-goal/jak-project/assets/7569514/9ddc3059-3ddf-4b35-afa5-11b9005e087c)

![image](https://github.com/open-goal/jak-project/assets/7569514/f3a16342-b38d-4082-ac18-1f82db349191)

![image](https://github.com/open-goal/jak-project/assets/7569514/69963cfe-2963-44f8-bde9-c0205c467d6c)
2023-08-07 16:32:28 +01:00
ManDude 9aa9b9d8e0
[jak2] get new cheats working (#2885) 2023-08-07 00:15:53 +01:00
Tyler Wilding a7cf66fda6
formatter: support formatting bindings, for example in a let (#2883) 2023-08-05 15:23:09 -04:00
Tyler Wilding bb8b39a5e8
jak1: start a new game correctly when speedrunner mode is enabled (#2873) 2023-08-02 19:44:54 -04:00
Tyler Wilding 5f4dfcdfb6
github: update issue templates, move general feature requests to discussions preferably (#2879) 2023-08-02 19:44:02 -04:00
Brent Hickey b88552a35d
Basic hash table and jump table (#1837)
Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-08-01 17:09:14 -04:00
Luminar Light a8ae15139b
Anim Tester X - Quality of Life improvements (#2682)
Co-authored-by: Tyler Wilding <xTVaser@users.noreply.github.com>
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-08-01 17:06:20 -04:00
water111 bdf28ec528
[goalc] Sign extend objects when loading them (#2863)
Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-31 21:49:20 -04:00
ManDude 0adbe42995
fix collision renderer filters not working (#2872)
fixes #2867
2023-07-31 11:13:44 +01:00
water111 426851720f
fix texture anim shader on macOS (#2870) 2023-07-30 19:59:44 -04:00
Tyler Wilding 0ee20a255e
New Crowdin updates (#2869) 2023-07-30 19:14:04 -04:00
Tyler Wilding 71225ec577
ci: strip binaries in their respective runners (#2868) 2023-07-30 18:50:24 -04:00
water111 a918e2d9de
[gfx] Clean up background renderer matrices, fix "hole covers" (#2866)
The way we got/stored background matrices is a bit weird and full of
leftovers from the first attempts at porting renderers. This doesn't
work well with the Jak 2 "other camera" system where some stuff is
rendered with a different camera matrix.

This cleans most of it up. The exception is that the collide mesh
renderer and the additional sprite culling I added still need to peek at
some cached camera matrices.

This fixes the problem where etie uses the wrong matrices for "other
camera" levels. Now the "hole covers" go in the holes in the background
of the throne room.

![image](https://github.com/open-goal/jak-project/assets/48171810/73a88f7b-05d4-4e9c-bb34-5b45efffcb69)
2023-07-29 20:34:42 -04:00
water111 50c15f1a47
[jak2] disable envmap when it should be (#2864)
In jak 2, there's an option to disable envmap. It's used on krew
holograms, hiphog trophies, and baron bosses in palace/tomb.
2023-07-29 19:01:55 -04:00
water111 9662cd0228
[jak2] use current buffer for blit-displays (#2855)
This changes how `BlitDisplays.cpp` works so it looks at the current
render buffer, rather than the back buffer.

This approach is a bit faster because we avoid copying the back buffer
on every single frame.
It also removes the black frames when the transition starts/stops.

The remaining issues are:
- there's still a single frame of weirdness with the sprite glow
renderer.
- when changing resolutions, it doesn't work super well.
2023-07-29 18:14:31 -04:00
water111 a48df0683f
[jak2] fix compile error (#2862)
not sure how this passed tests....
2023-07-29 17:41:11 -04:00
water111 89e52e3114
[jak2] Fix ocean culling when using camera-other (#2858)
When drawing the spinning palace, there's a terrible hack that lets some
stuff be drawn with different camera matrices.

The ocean is drawn with camera-other (which spins), but was being culled
with camera (doesn't spin). This changes ocean to use the right camera
matrix.

Note that the ocean is special when it comes to camera-other - it always
uses camera-other if there is one. Other uses are set per-level and
should already be handled correctly.
2023-07-29 17:02:57 -04:00
water111 f477127bf7
[jak2] fix transparent shrub blending (#2853)
![image](https://github.com/open-goal/jak-project/assets/48171810/ae4d40bf-b061-45af-ba20-c546fc935f11)

Should probably wait until the release just in case. But I'm 99% sure
this line was just a mistake in the original implementation.
2023-07-29 15:57:49 -04:00
water111 b1a1117a55
[jak2] workaround for missing yakow textures (#2854)
The yakow texture is actually missing from the real game too. 

This adds a special case in the extractor to replace it with a
similar-ish fur texture:

![image](https://github.com/open-goal/jak-project/assets/48171810/db429e70-e5c5-4302-824a-238e94cf3d69)
2023-07-29 14:44:09 -04:00
ManDude 6161acdf83
force-actors? -> ps2-actor-vis? (#2852)
supersedes #2839
2023-07-29 18:30:37 +01:00
ManDude a626b6b60d
[jak2] graphic options menu proof of concept (#2849)
![imagem](https://github.com/open-goal/jak-project/assets/7569514/b8eaa0b6-7c51-4bd8-96ac-5fb2e0d08c4a)

![imagem](https://github.com/open-goal/jak-project/assets/7569514/d2742cef-98d4-43e4-a48d-cc1996e41612)

(The "Custom" option does not do anything right now.)
2023-07-29 18:08:44 +01:00
water111 748a9f3b41
[jak1] Fix ice walking animation bug and crash (#2851)
This should fix a crash and animation bug in snowy. The way to trigger
the bug:
- go on ice
- move forward slowly
- stop moving forward. Reach zero speed when the frame number isn't
between 30 and 35 of the ice walking animation
- Due to this bug, the animation gets stuck at frame 60
- Take damage (due to normal lurker or ice lurker)
- Sidekick eye animation crashes because a frame number is NaN.
2023-07-29 12:20:09 -04:00
water111 608dd4ab57
Fix possible crash when loading files (#2850)
There was a single static path buffer being shared between multiple file
i/o threads. So sometimes you would end up using the wrong path for the
file, and getting size/data for the wrong file.

I think the original reason to have this buffer was just me being lazy
when we changed how project paths works a long time ago. It was a bad
idea in the first place.
2023-07-29 11:38:23 -04:00
water111 7220f5680e
[jak2] More texture animations, and fixes (#2847) 2023-07-29 11:10:26 -04:00
ManDude a9e0e36e64
fix stad-samos regression from refactor (#2796) + change imgui toggle to left-alt and make it customizable (#2848) 2023-07-29 02:26:42 +01:00
ManDude 6599eb1c91
Fix small buzz motor not vibrating correctly (#2846) 2023-07-27 10:46:40 +01:00
ManDude 05b7b571c8
[jak2] make progress menu work for widescreen + various other fixes (#2843)
Lots of manual fixes to make the text and other UI elements in the
progress fit within the small 4x3 view.


![image](https://cdn.discordapp.com/attachments/995787558816595968/1132986451664056423/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133064077460131840/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133074288564510780/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133117633898762280/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133117633470922842/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133135949610627225/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133146823968706621/image.png)

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133153504417042593/image.png)

I've also changed the select start menus to not have that giant space in
each option. It's behind a toggle in the code right now.

![image](https://cdn.discordapp.com/attachments/995787558816595968/1133146382006489138/image.png)

Additionally:
- fixed city billboard particles
- fix stadium crash from original game
- fix an accidental regression
2023-07-26 17:20:22 +01:00
water111 f327e67182
[jak2] Fix dark jak anim and low res skull gems (#2842)
Fixes skull gems using a low resolution texture.

Fixes issue where jak in cutscenes is dark after watching oracle-level-1
(and likely other bugs with texture animations getting stuck)

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-25 01:29:20 +01:00
Tyler Wilding 9376557834
game: add a clear text label for how to hide the top bar (#2845) 2023-07-24 20:06:09 -04:00
water111 50230e05fa
[jak2] Add static textures for the progress menu (#2838)
The progress menu loads its icon textures from a .STR file that we were
previously ignoring.

This change:
- updates the decompiler so it can process a .STR file containing a
texture
- adds a feature to force an entire page to always be loaded in the PC
renderer by putting all textures in the GAME.FR3 file.
- regenerates the texture offset map file for jak 2 with these new
textures

For now, I've just put the icon textures in GAME.FR3. The downside is
that these will always stay on the GPU, using up VRAM even when they
aren't needed. But the entire GAME.FR3 file is under 3 MB so I think
it's ok.


![image](https://github.com/open-goal/jak-project/assets/48171810/39f075b5-7cc5-4168-872a-33026342afab)
2023-07-23 12:35:59 -04:00
water111 673d2a13ae
[jak2] More progress on texture animations (#2835)
- Add security wall animation
- Add waterfall animations
- Add lava animations
- Update layer values from the game to fix the security wall
- Remove leftover debug in `level.gc` that would break level-specific
animations on the second time you visited the level
- Optionally load animated slot textures to the pool so generic can use
them (fixes skull gems in UI)
2023-07-21 15:04:28 -04:00
water111 5165a828a5
[jak2] Fix overlord related crash (#2834)
This fixes the crash reported in
https://github.com/open-goal/jak-project/issues/2833

There was a memory bug here for a long time where our array of `VagCmd`
in `iso_queue.cpp` was too small. This caused GetVagCommand to return
bogus pointers, and sound code would write over other parts of memory.
2023-07-21 11:25:08 -04:00
OpenGOAL Bot ec6b191334
CI: Periodic Controller Database Update (#2832)
Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2023-07-17 20:27:46 -04:00
water111 72c27a6eaa
[jak2] More texture animations (#2831)
Added framework to do texture animations entirely in C++. Currently only
works on relatively simple ones, and doesn't handle updating all
parameters - only the speeds.

Connected texture animations to merc and tfrag for skull gems, dark
bomb, and scrolling conveyors.

Cleaned up Tfragment/Tfrag3, which used to be two classes. This was one
of the first C++ renderers, so it had a weird design.
2023-07-16 13:02:53 -04:00
Tyler Wilding e0bc7ce732
Get the project compiling on Apple Silicon macOS natively (arm64) (#2827)
I havn't tested it yet, but I can almost guarantee that atleast `goalc`
will not work in the slightest!

But the project is atleast fully compiling. My hope is to start
translating some AVX to NEON next / get `goalc` working...eventually.
2023-07-16 11:13:48 -04:00
animalstyletaco 54b2c5dcbd
Added bound check for blend vertex count (#2830)
Co-authored-by: animalstyletaco <animalstyletaco95@gmail.com>
2023-07-16 10:55:46 -04:00
water111 d80b1b8119
[jak2] speed up the sky texture animation (#2829)
This saved about 1.6 ms per frame in the city for me (~1.3 saved from
not doing sky twice, 0.3 saved in format lookup tables).

The big texture animator is about 1.0 ms.

![image](https://github.com/open-goal/jak-project/assets/48171810/c7bc7743-308c-4425-ad14-118e2d483fad)
2023-07-15 11:06:32 -04:00
water111 6f244b11ef
[jak2] Work-in-progress texture animations (#2819) 2023-07-14 18:17:54 -04:00
ManDude e546fce370
improve send-event for jak 2 (#2828)
Fixes #2825
2023-07-14 18:01:09 -04:00
ManDude 33858cbae6
increase max minimap icons 64 -> 256 (#2826)
Some missions add way too many icons so the limit is reached. It seems
safe to increase by a large amount.

Fixes #2779
2023-07-11 22:14:42 +01:00
ManDude 95d706e339
fix subtitle console spam + font shadow offseting (#2822) 2023-07-10 07:32:35 +01:00
Tyler Wilding c87db7e670
i18n: subtitle code cleanup and update new subtitle JSON files to be compatible with Crowdin (#2802)
The main thing that was done here was to slightly modify the new
subtitle-v2 JSON schema to be more similar to the existing one so that
it can properly be used in Crowdin.

Draft while I double-check the diff myself

Along the way the following was also done (among other things):
- got rid of as much duplication as was feasible in the serialization
and editor code
- separated the text serialization code from the subtitle code for
better organization
- simplified "base language" in the editor. The new subtitle format has
built-in support for defining a base language so the editor doesn't have
to be used as a crutch. Also, cutscenes only defined in the base come
first in the list now as that is generally the order you'd work from
(what you havn't done first)
- got rid of the GOAL subtitle format code completely
- switched jak 2 text translations to the JSON format as well
- found a few mistakes in the jak 1 subtitle metadata files
- added a couple minor features to the editor
- consolidate and removed complexity, ie. recently all jak 1 hints were
forced to the `named` type, so I got rid of the two types as there isn't
a need anymore.
- removed subtitle editor groups for jak 1, the only reason they existed
was so when the GOAL file was manually written out they were somewhat
organized, the editor has a decent filter control, there's no need for
them.
- removed the GOAL -> JSON python script helper, it's been a month or so
and no one has come forward with existing translations that they need
help with migrating. If they do need it, the script will be in the git
history.

I did some reasonably through testing in Jak1/Jak 2 and everything
seemed to work. But more testing is always a good idea.

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-09 02:53:39 +01:00