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* Use custom normals in model replacement (#3649) A small change that makes the models look a lot better. Will likely cause a crash if imported model has no normal data, but that's on the user to fix on their model. * decompiler: `call-parent-state-handler` and `suspend-for` macros (#3625) Also fix `hud-draw-pris2` bucket in Jak 3 to make subtitles work and foreground HUD envmap. * jak3: decomp `bigmap`, `blit-displays`, fix `progress` crash (#3657) `bigmap` and `blit-displays` mostly work. `blit-displays` is still missing all of the special effects that were added in Jak 3 (brightness and contrast settings, screen blur effect, etc.). `bigmap` is missing the player marker texture (`hud-target-marker`) for some reason, it's part of `tpage-17` which is coming from `progress-minimap` and should already be included. The icons also currently stretch when using aspect ratios other than 4:3. The progress menu now also works for the most part. The draw order is a bit messed up because some code was initially drawing things with the ocean bucket, which was changed to use `hud-draw-hud-alpha` instead for now. The texture for the volume and brightness/contrast sliders still looks wrong. Fixes #3653 Fixes #3656 * [jak2] Workaround for sound effects getting dropped (#3660) Similar to the workaround added in jak 3, if too many sounds are playing, a sound will be removed. If there are multiple instances of the same sound being played, those will be removed first. Within that, older sounds are removed first. It's not exactly the same as the instance limits of 989snd, but it seems to work well. It's at least better than what we had before. Co-authored-by: water111 <[email protected]> * Fix github release-pipeline so version tag is available for cmake (#3651) Followup to https://discord.com/channels/756287461377703987/1280601431975661599 where the v0.2.16 release is showing git SHA in the speedrun verification text, instead of the version tag * CI: Periodic Controller Database Update (#3661) Updating Controller Database Co-authored-by: OpenGOALBot <[email protected]> * cmake: handle the scenario of a commit having more than 1 tag (#3662) * Background improvements for custom levels (#3672) This only applies to the background for now: - support for alpha for vertex colors in custom levels - switch time of day palette generation from octree to k-d tree - support for alpha masking in custom levels - support for transparent textures - support for envmap in custom levels --------- Co-authored-by: water111 <[email protected]> * CI: Periodic Controller Database Update (#3666) Updating Controller Database Co-authored-by: OpenGOALBot <[email protected]> * [jak2] english subtitle fixes (#3665) * ubuntu Dockerfile fix a missing dependency (#3667) adds libssl-dev to apt-get i atleast had to add this for the docker image to work * [jak3] Fix bomb bot bombs disappearing (#3674) This is basically applying the same fix as `vector<-cspace!`, which we've been doing since jak 1. They often make bugs where they use bones before they are properly initialized. On PS2, it's relatively harmless - it results in stuff going to the origin for 1 frame (where it collides with nothing, since the collide cache was filled somewhere else), then going back to normal. On PC, using these uninitialized bones results in NaNs. This is because `0 * (1 / w)` where `w = 0` done in the `update-transforms` is `NaN` on PC, but 0 on PS2. These NaNs propagate to the velocity, and you get stuck with everything being NaN. ![image](https://github.com/user-attachments/assets/f575fed5-4543-4f72-b7d1-c5c8be8036f8) Co-authored-by: water111 <[email protected]> * [jak3] Fix crash with volcano platforms (#3676) Ended up being a simple fix to a stack type in rigid-body. Co-authored-by: water111 <[email protected]> * jak3: misc fixes (#3686) - Fix global heap display in cheat mode - Fix `tpl-watcher` NaNs after they fire their laser (`vf0` was being clobbered) (Fixes #3684) - Fix `artifact-race` talkers (Fixes #3685) * CI: Periodic Controller Database Update (#3687) Updating Controller Database Co-authored-by: OpenGOALBot <[email protected]> * custom levels: support vanilla skies and texture remapping tables (#3691) This adds some new JSON entries to custom levels so they can support vanilla sky textures and the texture remapping tables, allowing for proper textures on objects that use `generic`, like dark eco pools or dying enemies. The comments explain it in more detail, but the gist is: For skies: - `sky` needs to be a vanilla level that has sky textures. - The alpha tpage (fourth entry in `tpages`) needs to be that vanilla level's alpha tpage (if `tex_remap` is the same level as `sky`, this will be handled automatically). - The tpage needs to be added to the custom level `.gd` and to `textures` in the JSON. - In `level-info.gc`, `sky` needs to be `#t`, your level's mood needs to call `update-mood-sky-texture` (the default mood, `update-mood-default`, handles this as an example) and `sun-fade` needs to be nonzero for the sun to show up. For `generic` textures: - `tex_remap` needs to be the name of a vanilla level. - When using a vanilla level's remap table, you need to adhere to the order of the files in that level's `.gd` in your own level. - Code files are first. - Then the tpages (in the order `tfrag`, `pris`, `shrub`, `alpha`, `water`). - Then the art groups. - Lastly, the level file. - The tpages need to be added to the `textures` in the JSON. * forgot to include binaries --------- Co-authored-by: Will <[email protected]> Co-authored-by: Hat Kid <[email protected]> Co-authored-by: water111 <[email protected]> Co-authored-by: water111 <[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: Aloqas <[email protected]> Co-authored-by: Ima_Door <[email protected]>
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