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4919 commits

Author SHA1 Message Date
Agent X
4ed1c878bb Revert "Hacky Goddard fix"
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This reverts commit 6be5c6f619.
2025-12-22 15:29:42 -05:00
Agent X
39e4621036 Bump up max lighting engine point lights 2025-12-22 15:13:52 -05:00
Agent X
8e723c4987 Bump version to v1.4.1 2025-12-22 15:12:21 -05:00
Agent X
6be5c6f619 Hacky Goddard fix 2025-12-22 15:11:51 -05:00
Agent X
d167c2d22f Avoid any overflow issues with LODs
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Cast to float
2025-12-21 11:02:17 -05:00
Agent X
aa8e01072a get_mario_anim_part_rot()
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2025-12-20 00:11:51 -05:00
Isaac0-dev
a1ce04f5e9 sanitised more things between object renders 2025-12-20 14:37:46 +10:00
Agent X
9422c34836 Add behavior value for enabling GEO_RENDER_RANGE 2025-12-19 20:44:17 -05:00
Cooliokid956
0dcb4f030a
Multi-return from C and other autogen changes (#1044)
* Allow multiple returns in autogen functions

* condense function member names

* This shouldn't be here

* Relocate these functions

LVT_FIELD shouldn't be there yet

* multi-return part 2: most functions are usable now

---------

Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
2025-12-19 20:27:44 -05:00
occamsaturn
a9495561f4
Update packet_chat.c, djui_chat_message.h, djui_chat_message.c to fix chat character limit (#1059)
* Update packet_chat.c

Increase remoteMessage to 500 and remoteMessageLength to 499, respectively, to accommodate the previous (and tragically incomplete) chat character limit increase.

* Update djui_chat_message.h

* Update djui_chat_message.c

* Update djui_chat_message.h

* Update djui_chat_message.h

* Update packet_chat.c
2025-12-19 20:23:58 -05:00
Isaac0-dev
6e28f75165 improved debug tool
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2025-12-19 21:43:04 +10:00
PeachyPeach
1c40a787bb
Allow action hook to return -1 to continue execution (#1053)
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* Allow action hook to return -1 to continue execution

* Restrict special value to -1 (so more values could be added in the future); fix format
2025-12-14 15:23:57 +01:00
Isaac0-dev
63ba422075 Update gfx_opengl.c
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2025-12-14 21:51:47 +10:00
Isaac0-dev
4026ee5390 typo fix 2025-12-14 21:45:12 +10:00
Isaac0-dev
4f9a51ff90 this code is so broken and it's my fault
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2025-12-09 15:29:44 +10:00
Agent X
0e65a1ddd6
Update lighting engine documentation
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2025-12-06 23:57:29 -05:00
PeachyPeachSM64
b4a3939014 Fix SOUND_MARIO_LETS_A_GO being nil
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2025-12-02 23:56:38 +01:00
Agent X
8a5bbf8b45 Make Toad scream slightly less loud 2025-12-02 17:34:18 -05:00
Agent X
b83f008695 Fix texture_override_reset 2025-12-02 17:33:42 -05:00
rPhase
77ca4db299
Also normalize paths in mod_file_exists() (#1045)
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* Normalize paths in mod_file_exists()

* Make consistent with existing code
2025-11-30 01:23:43 +01:00
djoslin0
796111cc6e
Normalize paths in smlua_find_mod_file() (#1042)
* Normalize paths in smlua_find_mod_file()

Without normalizing the relative path, the comparison
fails when a mod using require is hosted/joined cross-platform.

Without this fix, any mod using require is effectively not
cross platform. This is critical.

* Address peachy's comment

---------

Co-authored-by: MysterD <myster@d>
2025-11-30 01:22:21 +01:00
djoslin0
a1b178fb64
Fix crash on input box (#1043)
When typing ` into the coopnet password inputbox (the same as the console bind)
It would do all of the null checks, then open the console changing the focus,
then call a null function because the null checks are no longer valid.

So I moved the null checks to where they're needed.

Co-authored-by: MysterD <myster@d>
2025-11-29 13:15:46 +01:00
PeachyPeachSM64
4ce9be4935 Fix 4-bit textures djui 2025-11-26 00:23:20 +01:00
Agent X
e45c564cac Revert "Camera collision option changes"
This reverts commit faf68af15e.
2025-11-25 14:21:15 -05:00
Agent X
67d3975980 Correct inconsistent function name 2025-11-25 14:21:11 -05:00
Agent X
06eddafc27 Move ping option 2025-11-25 13:17:01 -05:00
Agent X
faf68af15e Camera collision option changes
Sorry but me and dj came to an agreement that this just gives people an unfair competitive edge. Mods still have full capability to change camera collision options though.
2025-11-25 13:09:50 -05:00
PeachyPeachSM64
454e567ca8 Fix a rare bug where Mario becomes indefinitely intangible when respawning 2025-11-24 22:16:51 +01:00
EmeraldLockdown
234b7686e2
Fix macOS (#1033) 2025-11-24 14:48:54 +10:00
Agent X
f6fc5c0aa7 Reset pause menu hidden on network shutdown (Oldest mistake in the book)
Also removed a couple unnecessary externs
2025-11-23 20:19:05 -05:00
Isaac0-dev
bd5cf36c61 fix a use after free in the edit player menu 2025-11-24 10:53:44 +10:00
PeachyPeachSM64
983932214a Fix artifacts with texture tiles 2025-11-23 13:49:35 +01:00
Isaac0-dev
14ac356fc2 i forgot to press save :( 2025-11-22 06:36:11 +10:00
Isaac0-dev
c89e52a554 missed these 2025-11-22 06:21:31 +10:00
Isaac0-dev
61b342710a this is gross what was i thinking 2025-11-22 06:15:01 +10:00
djoslin0
0538204fc3
Fix - Remove incorrect collision validation check (#1026)
A validation check in dynos_bin_col.cpp was wrong, which would block otherwise
well formed collision files. Since collisions are parsed as s16, if you reach
the bounds of s16 values will begin to overflow and the validation will catch
it.

To work around this overflow issue, you need to output groups of triangles and
vertices. However the existing check in ValidateColInit() would prevent this
workaround. Now there is essentially no hard-coded limit when it comes to vertex
and triangle counts of collision structs.

Co-authored-by: MysterD <myster@d>
2025-11-21 20:21:14 +01:00
PeachyPeach
7bc28a25d8
Fix HOOK_ON_HUD_RENDER rate at 30hz (#1022) 2025-11-20 11:44:43 +10:00
PeachyPeach
c3e5843c53
Fix djui hud texture unsupported formats (#995)
- `djui_hud_render_texture(_tile)` now accepts properly any `TextureInfo`
- Removed `bitSize`, added `format` and `size` to `TextureInfo`
- `texture_to_lua_table` can now convert any `Texture` into an RGBA table
2025-11-20 11:44:02 +10:00
djoslin0
a3bfd4a740
Make lightmapped graphics ignore lighting engine (#1025)
The dynamic lighting engine conflicted with lightmapped graphics. Now
lightmapped graphics will ignore the lighting engine. Making them work
together is something for the future.

Co-authored-by: MysterD <myster@d>
2025-11-20 11:40:46 +10:00
djoslin0
a164caa412
Fix negative zero network_send() edgecase (#1024)
Lua mods in very rare scenarios would send a value of -0 over the
network, and receive MIN_U64 due to an incorrect guess at the
variable type in an LNT.

---------

Co-authored-by: MysterD <myster@d>
2025-11-19 14:05:07 +10:00
PeachyPeach
6be70deecc
[build] Update macOS intel version (https://github.com/actions/runner-images/issues/13046) 2025-11-18 20:32:13 +01:00
Isaac0-dev
8b92817055
a proper fix to djui cursor dl corruption (#1018)
An alternative solution to https://github.com/coop-deluxe/sm64coopdx/pull/1014.
Which keeps smooth cursor rendering, while adding safe guards.
This makes djui interactions always update at 30hz instead of 60hz, to avoid more chances of display list corruption.

The cursor gfx is now placed in it's own static buffer to allow it to take up extra room if needed. If the 20 dl command buffer size is too small, we'll hear about it because it'll throw a system error.
I doubt it'll trigger though, in my testing it never needed more than 8.
2025-11-18 08:44:14 +10:00
djoslin0
48bfef7d87
Fix sequenced background music when set in ON_LEVEL_INIT (#1011)
---------

Co-authored-by: MysterD <myster@d>
2025-11-17 10:21:29 +10:00
djoslin0
708d67336d
Fix bowser camera oscillations (#1009)
Prevent the boss camera from using the altered 'grab' version
unless the local player is actually grabbing something

Co-authored-by: MysterD <myster@d>
2025-11-17 09:32:56 +10:00
djoslin0
2a95817d84
Fix djui menu flashing (#1008)
Move djui_reset_hud_params() to after the djui display list save point

Resetting scissor/viewport before the save point caused the djui menu to rapidly
flicker when interpolating (and an interpolated HUD texture was rendered)

Thanks to PeachyPeach for finding the better fix

Co-authored-by: MysterD <myster@d>
2025-11-17 09:27:59 +10:00
Agent X
c87ae6a263 Address peachy review 2025-11-15 17:45:51 -05:00
Agent X
25ba1f330c Restore DJUI pause menu escape key navigation
Sorry Isaac, keeping it in key down is better imo because that way you can navigate back in the pause menu using the escape key. I frequently use that and I noticed it completely closed the menu in 1.4
2025-11-15 13:49:08 -05:00
Agent X
d8b3edb561 Whoops 2025-11-15 13:26:58 -05:00
Agent X
6af4e39c25 Make custom pause menus easier to integrate 2025-11-15 10:33:49 -05:00
Agent X
89c8650091 Add djui_is_chatbox_open 2025-11-15 10:30:32 -05:00