Dominicentek
6b0e1b01c9
[proximity chat] muting and per-player volume
2026-06-01 04:33:46 +02:00
Dominicentek
3242b0bf0b
[proximity chat] make stereo spread configurable
2026-05-31 20:09:55 +02:00
Dominicentek
9a4e4354f1
[proximity chat] general improvements
2026-05-31 19:56:19 +02:00
Dominicentek
a55ebebf9e
[proximity chat] fix it not working on windows
2026-05-31 19:32:50 +02:00
Dominicentek
ead4c58a48
[proximity chat] force disable for public lobbies
2026-05-31 17:26:46 +02:00
Dominicentek
a17482e08c
[proximity chat] make the settings work
2026-05-31 16:03:04 +02:00
Dominicentek
9a8e50c56f
[proximity chat] add ui
2026-05-31 02:28:31 +02:00
Dominicentek
49f743edbf
[proximity chat] initial system
2026-05-30 20:39:29 +02:00
PeachyPeachSM64
b46f1a26cf
Fix inconsistencies with tabs and remove trailing whitespaces
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2026-05-26 23:51:58 +02:00
Agent X
4c093ea859
Fix UNUSED keyword in smlua function autogen ( #1273 )
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2026-05-26 19:00:58 +02:00
Isaac0-dev
fd67cacdd7
fix djui coords being snapped to the wrong pixels
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By checking if the coordinates are from djui.
2026-05-26 13:06:10 +10:00
PeachyPeach
69b6728238
Add value to djui sliders ( #1271 )
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2026-05-26 10:18:57 +10:00
Agent X
943bbd29e2
Add get_current_play_mode() and get_delayed_warp_op() ( #1270 )
2026-05-25 19:31:02 -04:00
PeachyPeachSM64
97d3ac6638
guard unsafe mode behind dev mode
2026-05-26 00:43:42 +02:00
Agent X
638711af9d
Run autogen and unexpose a couple problematic functions
2026-05-25 17:49:33 -04:00
EmeraldLockdown
44779560f7
Fix dx11 compilation issues ( #1268 )
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2026-05-25 10:54:29 -05:00
Agent X
4c59e0ad5e
Add square brackets to R and L button DJUI prompts
2026-05-25 11:45:55 -04:00
Agent X
8425d73d3e
Compensate new mod/dynos panel button sizes for smaller resolutions
2026-05-25 10:42:56 -04:00
Blockyyy
94028254e5
Button to open the website, buttons to open mod/dynos folder ( #1208 )
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new "Browse mods" button, which opens the website, this also adds an "open mods folder" button and a "open dynos folder" button
two new functions also have been created for this "open_folder" and "open_url"
2026-05-25 21:35:52 +10:00
Isaac0-dev
f39b7978b3
add a new flag as a precaution
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to prevent people accidentally compiling unsafe code.
2026-05-25 19:14:11 +10:00
EmeraldLockdown
f7b9751976
resolve issue with chatbox theme not being reset on theme change
2026-05-24 23:26:52 -05:00
EmeraldLockdown
1513443fd5
Undo some "fixes" introduced in yoshi pr ( #1265 )
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2026-05-25 10:40:42 +10:00
PeachyPeachSM64
cafab8e592
Fix player name color codes leaking into in-game console logs
2026-05-25 00:21:27 +02:00
EmeraldLockdown
a21bec878c
fix ( #1264 )
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2026-05-24 15:28:19 +02:00
Agent X
3aae58949a
Fix black frame between transitions
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2026-05-23 21:52:54 -04:00
Agent X
8384b5d423
Revert this
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2026-05-23 18:26:31 -04:00
Agent X
632c8324d2
Fix fullbright and smlua_to_boolean
2026-05-23 16:24:44 -04:00
Agent X
7de436bcb6
Add function to enable a fullbright mode (set_shading_fullbright_enabled) ( #1261 )
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* Add function to enable a fullbright mode
* Requests
* Breaklines
2026-05-23 14:37:58 -04:00
Agent X
eb3de50d07
Default object light ID to -1
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2026-05-23 11:47:05 -04:00
PeachyPeachSM64
22dbda6007
logs
2026-05-23 12:49:28 +02:00
PeachyPeachSM64
2d6848a768
Fix object functions incorrectly using current object instead of the provided object
2026-05-23 12:31:27 +02:00
Agent X
04b257c701
Fix LE active lights pool not being cleared
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2026-05-22 21:32:42 -04:00
Isaac0-dev
a8da02aae1
add guards to smlua__iter lot types
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Resolves #1257
2026-05-22 12:43:42 +10:00
Sunk
7ed28bf411
Fix camera language and allow shot from cannon switch ( #1255 )
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* Fix camera language and allow shot from cannon switch
* For consistency
2026-05-22 10:15:02 +10:00
Isaac0-dev
ea4d8ee85f
remove DynosOption + add a static assert to DynOS Array
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(the rule is already followed, this is just for safety)
2026-05-22 09:41:44 +10:00
Isaac0-dev
690f17498d
dont auto compile draft prs
2026-05-22 09:39:09 +10:00
PeachyPeachSM64
541874fdca
make visibleToObjects a boolean
2026-05-21 20:20:23 +02:00
Baconator2558
8f105ea53d
Rename and expose visibleToObjects field ( #1251 )
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* override_mario_visibility_to_objects
* Remove override_mario_visibility_to_objects in favor of exposing visibleToObjects
* Fix comment referencing the field's original name
* Reset visibility each frame
* Minor fix
2026-05-21 14:10:10 -04:00
Agent X
95b87d730a
Fix OpenGL uniform/attrib location crash
2026-05-21 13:45:38 -04:00
Agent X
3e3219d0a8
Don't strip debug data from executable on dev build
2026-05-21 13:32:31 -04:00
Agent X
0053d73eb4
Fix OpenGL compatibility check
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2026-05-21 10:52:42 -04:00
Isaac0-dev
23d8a7370a
finally fix frame pacing code ( #1252 )
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2026-05-19 23:22:47 -04:00
Isaac0-dev
9bfe87f486
fix sub pixel gaps on 2D visuals due to MSAA ( #1254 )
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* fix sub pixel gaps on 2D visuals due to MSAA
* Guard against zero width viewport before pixel snapping
2026-05-19 23:21:33 -04:00
Agent X
733ad1181b
fix mod audio memory leaks ( #1250 )
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* Free mod audio data that wasn't previously being freed
* Fix memory leaks if sound decoding/init fails
* Remove unnecessary checks
* drain pending sample copies
* more audio decoder freeing
* seems to be memory safe now
- audio_custom_shutdown was being called 4 times per game_deinit lol
- freeing stuff properly, be safe against threads by flagging shutdowns
- add an error path to audio_load_internal
- flag currently destroying nodes
etc
* oops, Lua shouldn't have access to this
* apply review changes
---------
Co-authored-by: Isaac0-dev <62234577+Isaac0-dev@users.noreply.github.com>
2026-05-19 19:17:11 -04:00
Isaac0-dev
3bd5dc842f
defensive crash fix in smlua_model_util_get_id
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2026-05-19 16:24:19 +10:00
PeachyPeach
834512a5c5
Fix Lua/custom behaviors bugs and flaws ( #1229 )
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* improve custom behaviors logic
* clarify description of get behavior functions; get name returns last name instead of first; create generic name only when needed
* review
* fix potential buffer overflow
2026-05-19 10:56:08 +10:00
PeachyPeachSM64
925325c5eb
copy paste gone wrong
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2026-05-18 14:10:39 +02:00
PeachyPeachSM64
f6a3df67e1
log lua
2026-05-18 13:51:26 +02:00
fefux
87f87b5dc9
Ns_socket_get_id generates always empty string on linux ( #1248 )
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This pr fixes an issue on linux where the function ns_socket_get_id_str always returns empty string.
See glibc implementation of vsnprintf : [vsnprintf implementation](https://elixir.bootlin.com/glibc/glibc-2.36/source/libio/vsnprintf.c#L112 ). First string parameter is "emptied" before starting the copy.
And I suspect the original snprintf to rewrite twice the same value in id_str (except if I missed something) so we can just remove it.
This issue gives moderator access to all players when they connect/reconnect after adding one player as moderator because all players have the same id : "".
How to reproduce :
Host server (via socket, not coopnet) on sm64coopdx linux version
Add moderator to one player
All new connected or reconnected player are promoted to moderator
2026-05-18 07:58:46 +10:00
PeachyPeach
ac03a9c0da
Fix DynOS generation bug with duplicates ( #1220 )
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When generating multiple actors, if two or more data nodes share the same name, the generated actors can reference the wrong nodes in their display lists/geo layouts.
This results in:
- The wrong nodes compiled into binary files
- Intermediate layouts generated as actors since nothing is referencing them anymore, treating them as root geo layouts
The simplest fix was to first check for the model identifier (renamed to `mDataIdentifier`, since it's no longer related to models) when looking for nodes, to ensure it picks the right node, even if multiple nodes share the same name.
2026-05-18 07:50:20 +10:00