Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
* Add periods to lines in code_status.md for consistency (#3521) * CI: Periodic Controller Database Update (#3528) Updating Controller Database Co-authored-by: OpenGOALBot <[email protected]> * game: fix the path the`--portable` flag determines (#3537) `--portable` was using the path to the executable's file, instead of the directory that contains the executable * g/j2: add some debug menu options to unlock things and give orbs/gems/ammo (#3539) Adds some debug options that make it easier to quickly complete the game, get orbs, unlock cheats, etc. ![image](https://github.com/open-goal/jak-project/assets/13153231/8854dc42-084a-457e-ae9b-e9ba2dd7917c) * [buildactor] support generating `collide-mesh`es for custom models (#3540) 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](https://github.com/open-goal/jak-project/blob/f6688659f2ef85f5ceaacea6271580c9f4d91ed1/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. * jak3 - fill out some `text-id` entries (#3494) Slam Dozer > Ram Rod * [jak2] new subtitle speakers (#3536) for specific cutscene scenarios --------- Co-authored-by: Tyler Wilding <[email protected]> * [jak3] implement autocollect and city turbo board cheats, fix actor heap and level flags (#3541) * fix nav mesh debugging crash (#3542) * jak3: airlock speed hacks + make cutscenes skip properly (#3543) * REPL related improvements and fixes (#3545) Motivated by - open-goal/opengoal-vscode#358 This addresses the following: - Fixes #2939 spam edge-case - Stop picking a different nREPL port based on the game mode by default, this causes friction for tools in the average usecase (having a REPL open for a single game, and wanting to connect to it). `goalc` spins up fine even if the port is already bound to. - For people that need/want this behaviour, adding per-game configuration to the `repl-config.json` is on my todo list. - Allows `goalc` to permit redefining symbols, including functions. This is defaulted to off via the `repl-config.json` but it allows you to for example, change the definition of a function without having to restart and rebuild the entire game. ![Screenshot 2024-06-02 124558](https://github.com/open-goal/jak-project/assets/13153231/28f81f6e-b7b8-4172-9787-f96e4ab1305b) - Updates the welcome message to include a bunch of useful metadata up-front. Cleaned up all the startup logs that appear when starting goalc, many of whom's information is now included in the welcome message. - Before: ![image](https://github.com/open-goal/jak-project/assets/13153231/814c2374-4808-408e-9ed6-67114902a1d9) - After: ![Screenshot 2024-06-01 235954](https://github.com/open-goal/jak-project/assets/13153231/f3f459fb-2cbb-46ba-a90f-318243d4b3b3) * New Crowdin updates (#3547) People seem to be translating lines that aren't in the base english one, such as `mtn-plat-buried-rocks-a` This is fine, but Crowdin will continue to remove these every sync PR because they aren't in the base english file. So some kind of segregation needs to happen. If we didn't want these scenes translated, then they should be banned from being translated via the editor / etc in the first place (shouldn't have been included in the metadata). * CI: Periodic Controller Database Update (#3548) Updating Controller Database Co-authored-by: OpenGOALBot <[email protected]> * wrap sprite rgba to 0-255 (#3549) * g/j1: Cleanup all main issues in the formatter and format all of `goal_src/jak1` (#3535) This PR does two main things: 1. Work through the main low-hanging fruit issues in the formatter keeping it from feeling mature and usable 2. Iterate and prove that point by formatting all of the Jak 1 code base. **This has removed around 100K lines in total.** - The decompiler will now format it's results for jak 1 to keep things from drifting back to where they were. This is controlled by a new config flag `format_code`. How am I confident this hasn't broken anything?: - I compiled the entire project and stored it's `out/jak1/obj` files separately - I then recompiled the project after formatting and wrote a script that md5's each file and compares it (`compare-compilation-outputs.py` - The results (eventually) were the same: ![Screenshot 2024-05-25 132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2) > This proves that the only difference before and after is non-critical whitespace for all code/macros that is actually in use. I'm still aware of improvements that could be made to the formatter, as well as general optimization of it's performance. But in general these are for rare or non-critical situations in my opinion and I'll work through them before doing Jak 2. The vast majority looks great and is working properly at this point. Those known issues are the following if you are curious: ![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4) * Jak 2 3rd update subtitle_lines_fr-FR.json (#3546) Fixed several translation errors * CI: Periodic Controller Database Update (#3555) Updating Controller Database Co-authored-by: OpenGOALBot <[email protected]> * [jak1] Enforce certain pc-settings in speedrunner mode (#3553) Currently PS2 Actor Vis and FPS are only enforced when starting a run - this enforces them on every frame similar to cheats. In the progress menu, FPS is already disabled in speedrunner mode - this adds the same restriction for PS2 Actor Vis. Jak 2 already does this properly, no change needed there * Rebuild binaries --------- Co-authored-by: Matthew Wells <[email protected]> Co-authored-by: OpenGOAL Bot <[email protected]> Co-authored-by: OpenGOALBot <[email protected]> Co-authored-by: Tyler Wilding <[email protected]> Co-authored-by: Hat Kid <[email protected]> Co-authored-by: Matt Dallmeyer <[email protected]> Co-authored-by: Aloqas <[email protected]> Co-authored-by: Tyler Wilding <[email protected]> Co-authored-by: ManDude <[email protected]> Co-authored-by: RoyalForgotten <[email protected]>
- Loading branch information