* 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
The existing draw distance options don't actually increase the draw distance. It only impacts whether or not distant objects are rendered.
This PR:
- Adds another option to the draw distance setting in the display menu, called "Infinite". It is not truly infinite, but it is significantly larger than what current options allow. Due to it not being truly infinite, we could use the name "Max" instead to be more accurate.
- Exposes a new function to the Lua API `draw_distance_scalar_is_infinite` which returns whether or not the infinite setting is enabled.
- `draw_distance_scalar_is_infinite` is now used in several places in this repo to bypass distance checks for objects if infinite mode is enabled.
- Fixes a bug where you couldn't bypass the distance check in `obj_is_in_view`, meaning you could never disable all object distance culling.
- The infinite setting now forces the far plane to be at least a minimum of `1,000,000`.
- Custom geo asm and custom behaviors were meant to use any non-local
function from any active mod, but the condition for it was always
false (gSmLuaConvertSuccess is never set to false and funcRef is not
checked)
- By default, they should NOT be able to retrieve anything from other mods
- Even without this condition, they are still allowed to use any
function exposed to _G
Approved by Isaac.
* Mark all unused variables as unused, resolve some unsafe code, some things still need to be looked at
* Remove a lot of unused variables that didn't need to exisat
* Remove UNUSED keyword from appartion values
---------
Co-authored-by: Agent X <44549182+AgentXLP@users.noreply.github.com>
I didn't add standard Lua require() because I've always been
afraid of it. I'm not sure we can guarantee which files it
will read (or not read).
Instead, here is a custom implementation. It should work more
or less the same and allow for more modular code.
For backwards compatibility reasons, all of the lua files in
the base mod folder will be loaded as in the past. Aka one at
a time and alphabetically.
However, now coop will look for Lua files in subdirectories
and will load them in when another Lua file calls require().
The file search order is more reasonable than normal Lua
require(). It will first look for files relative to the
currently running script. If there is no matching relative
file, it will pick from any Lua file that is in any of the
mod's subdirectories.
---------
Co-authored-by: MysterD <myster@d>
* Properly set Mario's y vel to 0 on popping
* Re-introduce a few vanilla bugs under gBehaviorValues
The Shell Mario glitch was patched as a side effect to patching a different bug, but several romhacks use it so I need it back.
The ability to collect multiple normal caps at once is needed for hat-in-hand using the hat factory glitch.
* Fix Shell Mario fix
Found the actual reason why the glitch doesn't work and figured that this change shouldn't affect anything else, so I removed its entry from gBehaviorValues.
* Add InfiniteRenderDistance to gBehaviorValues
I'm well aware that disabling the infinite render distance will be very desync prone, however a few glitches, most notably cloning and chuckya double jump, need objects load and unload from render distance.
Moved dynos parsing for bhvs and models to a common file
Fixed recursive descent to correctly parse the entire expression
Adjusted bhv generation to use recursive descent
Switched all known behavior comparisons to the overridden versions
Fixed issue with Chain Chomp in star road
Unhardcoded KingBobomb values, Mips values, star dialog values
Generated tex files when they're of the form levels/XXX/NUMBER
Now lua behaviors can call cur_obj_set_home_once() to set home correctly
Lua behaviors are now overridden correctly when created through spawn infos
Behavior checks now translate to the overridden behavior before checking
The old implementation was hacky and often returned desynchronized
results. This implementation gives a seed to each sync object, and
synchronizes that seed. Also allows for a seed to be saved temporarily
based on position and recycled for multiple calls.