Commit graph

4992 commits

Author SHA1 Message Date
Agent X
a194f4eaa1 Merge branch 'dev' into screen-shader-effects 2026-04-08 22:56:08 -04:00
Agent X
e22d85b119 Re-add my own coop cafe pipe model rendition :)
Return of a subsequent removal
2026-04-08 22:55:42 -04:00
Squishy
bdd34bdd3e
Remove Character Select and Subsequent Mods (#1185)
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2026-04-08 01:42:33 -04:00
PeachyPeach
24c5a226ed
Fix mod storage load/save number (#1169)
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- Fix `mod_storage_load/save_number` incorrect behavior. These functions should now be used only with numbers, not integers (see next point). The `mod_storage_load_number` can still load integer values from existing mod storage files.
- Add `mod_storage_load/save_integer` for integer values.
- Expand the range of savable values to `double` (64-bit float) and `long long` (64-bit integer) for respectively `number` and `integer` mod storage functions.
- Fix an obscure bug with `smlua_to_integer` that truncated very high integer values due to an implicit cast to double, causing floating-point imprecision issues. Thanks @yoshiweegee for the explanation.
2026-04-05 10:56:53 +10:00
PeachyPeach
de25c5437b
Make djui_hud_measure_text compute text height (#1177)
- Change `djui_hud_measure_text` to return both text width and height
  - New syntax is: `local width, height = djui_hud_measure_text(text)`
  - Old syntax still works, but only returns `width`
- Fix incorrect char height for some fonts
- Fix nametags interpolation using the wrong scale
2026-04-05 10:00:03 +10:00
PeachyPeach
8afe062be1
Fix nametags color and rendering order (#1150)
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* Fix nametags color and rendering order

* make growing_array_init reuse array and buffer if they were already allocated

* use prim color for text color

* isaac review

* update text color descriptions

* small optimization
2026-04-04 09:37:16 +10:00
PeachyPeachSM64
ba54cbd1d0 path separators
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2026-04-03 00:23:31 +02:00
PeachyPeachSM64
7604ef9297 check surface type and special object preset type in dynos collision validation
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2026-03-29 20:05:29 +02:00
PeachyPeachSM64
5288ac5b2d fix text interpolation with legacy font 2026-03-29 19:24:28 +02:00
Blockyyy
dfb3b2523d
Fix lives (#1119)
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- Fix lives going below 0 right before a game over (also fixes a crash where if you exited with -1 lives and went into a subarea you would crash)
- Restore how lives get removed upon death exit (like in vanilla)
- Prevent bubbling from happening if you don't have enough lives (this fixes the annoying bug where you would get put back in a bubble and get popped immediately after over and over again)
2026-03-27 13:32:44 +10:00
Gibson Pilconis
b27fa1dd7a
Fix rumble and add PS4/PS5 controller rumble. (#1007)
Previously `thread6_rumble_loop()` was only being called once in
`thread5_game_loop()`. This commit removes that call and adds one to
`game_loop_one_iteration()`, creating the desired outcome of
`thread6_runnable_loop()` running once per frame.

Additionally, PS4 and PS5 rumble support is added. PS4 and PS5 rumble
requires a feature called 'extended reporting', which can be enabled
using two SDL hints. Since extended reported, once enabled, breaks
compatibility with DirectInput until the controller is restarted, an
option is also added to the configuration menu to toggle this
functionality.
2026-03-27 12:54:05 +10:00
EmeraldLockdown
43c697edf7
Fix issue with mouse buttons being applied to pad (#1156)
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2026-03-26 12:52:21 +10:00
Isaac0-dev
b5d021b231 fixed dynos animations on held objects [build]
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2026-03-24 10:10:37 +10:00
Agent X
78c7076f16 Merge remote-tracking branch 'origin/dev' into screen-shader-effects 2026-03-20 18:03:27 -04:00
Isaac0-dev
fb8fbd1136 forgot to run autogen [build]
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2026-03-20 16:49:29 +10:00
Isaac0-dev
111b2e7ea5 bump version [build] 2026-03-20 16:48:33 +10:00
Isaac0-dev
4284e389a9 fix ext sound bank crash when instId > 0x83 2026-03-20 15:53:31 +10:00
ThePlayerRolo
7ec6c77e1c
Implement smlua_audio_utils_allocate_sequence() (#891)
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2026-03-20 08:14:24 +10:00
Isaac0-dev
34d4069c53 more scroll texture fixes
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2026-03-19 23:01:30 +10:00
Isaac0-dev
2b76ba23ff fix a logic error in scrolling textures 2026-03-19 21:30:42 +10:00
Isaac0-dev
efe794d1d8 more accurate types for these iterators 2026-03-19 20:45:55 +10:00
PeachyPeach
e645aa7cef
Adds compilation fixes for ARM in headless mode (#1151)
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Co-authored-by: Alfredo <jalfredo.gallegos@gmail.com>
2026-03-16 22:32:39 +01:00
EmeraldLockdown
8735cf96ad
Add get_mod_files (#1091)
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* Add `get_mod_files`

* Dont allocate memory, use the stack

* Implement peachy's suggestion

* Actually allow optional to wrok
2026-03-15 21:49:01 +01:00
djoslin0
2c367b556d
Add surface collision Lua hooks (#1139)
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* Add surface collision Lua hooks

- Add 6 new hooks:
    HOOK_ON_FIND_WALL_COLLISION,
    HOOK_ON_FIND_CEIL,
    HOOK_ON_FIND_FLOOR,
    HOOK_ON_FIND_WATER_LEVEL,
    HOOK_ON_FIND_POISON_GAS_LEVEL,
    HOOK_ON_FIND_SURFACE_ON_RAY

- Hooks expose current result values and allow overriding collision outputs from Lua

* Remove unnecessary branches

---------

Co-authored-by: MysterD <myster@d>
2026-03-15 14:04:36 +01:00
frog8412
8fe56ab999
Update Japanese.ini (changes by 3UPPER) (#1114)
* Update Japanese.ini (original by 3UPPER)

* Fixed Japanese.ini
2026-03-15 14:02:49 +01:00
iZePlayz
d9debe61d5
fixed german translation for /confirm (#1067) 2026-03-15 14:02:30 +01:00
Cooliokid956
697f1c3f82
Add Scroll Binds (#835)
* Add Scroll Binds

and fix a five year oob array index/write

* number

* fix that part

I just saw this

* That should be that

I have tested it, scroll works on the Up input, and on a regular input, so does everything else
2026-03-15 14:02:17 +01:00
Isaac0-dev
006fc1dcd2 Update mad_toad_geo.bin
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2026-03-12 23:08:17 +10:00
Blockyyy
8b4fadc89e
what happened (#1138)
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2026-03-11 10:07:29 +10:00
EmeraldLockdown
5ca41153a6
Fix freecam not being toggleable after teleport warp (#1133)
This was happening because the previous mode would be reset before it was actually called. It was unique to `WARP_TYPE_SAME_AREA`. The solution is explained in the code comment. Also added some unused keywords to suppress warnings.
2026-03-11 09:33:38 +10:00
Altiami
52446ded91
Merry-Go-Round Fixes (includes fixes for rooms and remote object-spawned objects) (#1094) 2026-03-11 09:15:25 +10:00
ColbyRayz!
1f3de4fe0a
fixed error models in sm74 jrb area 2 and mad toads transparency (#1126) 2026-03-11 09:15:00 +10:00
WBmarioo
6bb695e6b3
Fix Bob-omb Buddy and Cannon Lid (#1125) 2026-03-11 09:14:38 +10:00
PeachyPeach
3b53952767
DJUI Text improvements and bug fixes (#1131)
- Drastically improve and optimize display list usage for text
- Add text alignment with and without interpolation, and color codes, new lines and tabs are now handled properly
- Restored alpha color code (`#RGBA` or `#RRGGBBAA`) for `djui_print_text` functions (regular DJUI text allows alpha color codes, but ignores the alpha component)
- Add constants for common text alignment and rotation pivot values
- Fix interpolation issues with all `djui_hud` elements
- A few autogen fixes (missing `number` type for constants, missing return values for some functions)
- Fix recolorable hud font offsets on `e`, `i` and `o` letters
2026-03-11 08:38:24 +10:00
PeachyPeach
dd838ad979
Fix oob read/write caused to sync_object_init_field (#1117)
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2026-03-02 19:25:22 +01:00
Cooliokid956
d0b4c6027d
Restore proper squish death (#1127)
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2026-03-02 18:17:08 +10:00
djoslin0
a9f0b5c99c
Move HOOK_ON_ADD_SURFACE to before cell calculation (#1124)
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Moving it before the cell calculation should allow more possibilities
in runtime collision modification

Co-authored-by: MysterD <myster@d>
2026-03-01 23:43:44 +01:00
PeachyPeachSM64
1272c0d733 Add easing functions autocompletion for math.tween
Remove redundant check in `str_starts_with_spaces`
2026-03-01 23:28:19 +01:00
Isaac0-dev
fa3bad7177 handle smlua text utils crashing
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2026-02-26 12:20:45 +10:00
EmeraldLockdown
2fcf14d08d
Add backwards compatibility for older versions of macOS and add new macOS Icon (#957)
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Here are the changes:

- Update each runner to their respective latest versions (Arm is macOS-26 preview, and intel is macOS-15-intel)
- Compiled glew and sdl2 manually, specifically targeting 11 (big sur) on arm and 10.15 (catalina) on intel
- Recompiled arm lua libs to support Big Sur
- Add new icon designed for macOS 26 (tahoe), including backwards compatibility support for versions prior to tahoe

Few things to note are

- Vscode automatically removed white lines in the workflow for actions, if I need to revert it lmk.
- I tested this in a vm on macOS 11 (Monterey), and it appeared to work. If someone on intel is on macOS 10.15 (Catalina) or someone on arm is on macOS 11 (Big Sur), it would be greatly appreciated if you could test this. Even if you're on a slightly newer version that isn't supported in the current version, that would be appreciated. You can find the zipped builds [here](https://github.com/EmeraldLoc/random-files)
2026-02-23 08:35:53 +10:00
Agent X
1e547f0b7f Merge branch 'dev' into screen-shader-effects 2026-02-20 20:13:22 -05:00
Blockyyy
f6f5434dda
set_sound_bank_override (#1046)
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2026-02-20 10:34:25 +10:00
PeachyPeachSM64
692c61f361 autogen
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2026-02-19 18:45:42 +01:00
Agent X
0ce4163519
Lighting Engine refactor (up to 10x perf increase) (#1098)
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* C++ lighting engine

Runs better using my new system for storing and iterating through lights.

I removed the lighting ctx profiler because after I've realized its very inaccurate and was probably programmed incorrectly from the start. Although I remember it working fine before and not constantly showing 20 ms or higher when I'm in an extremely simple level with extremely simple lights and the FPS is way too high for it to be taking 20 ms.

* Whoops

* Make some optimizations

* Fix small bug with LE inside graphics vertex function

I also brought back the lighting profiler because it's better than nothing.

* Some optimizations

* Cache active lights and 4 lights per vertex limit

Less branching and less iterating with the limit

* Peachy changes
2026-02-18 01:43:44 -05:00
Altiami
1680c715fd
fix character pitch being cumulative (#1107)
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2026-02-18 08:03:30 +10:00
Cooliokid956
00cb6461f9
Add various interpolation skipping functions + get_time_stop_flags() (#1064)
## `void geo_skip_interpolation(struct GraphNode *node, struct GraphNodeObject *obj)`
Skips graph node interpolation for a frame
feed it a graph node and its corresponding object

## `void obj_skip_interpolation(struct Object *o)`
Skips object interpolation for a frame
takes care of only the object transform, otherwise you need to use

## `void obj_anim_skip_interpolation(struct Object *o)`
Skips animation interpolation for a frame
useful for choppy animation

------------
## `u32 get_time_stop_flags(void)`
Gets the current time stop state
2026-02-18 07:47:49 +10:00
Isaac0-dev
d0f18d101e increase the number of djui hud renders you can do per frame to 10,000
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2026-02-17 17:28:28 +10:00
Isaac0-dev
d2d55e79dd make hook errors report the culprit file
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2026-02-16 11:24:12 +10:00
Agent X
b4ab1fd37d Add global enabled function 2026-02-12 20:58:02 -05:00
Agent X
5f7f29a5b5 Add scanlines effect 2026-02-12 19:17:30 -05:00