put the integer settings for the override in the m64 name separated by underscores, for example `seq_8_42_100.m64`.
Sequences are auto reloaded upon selecting the pack.
Fixes issue introduced by bb142d5769 because someone didn't check the C standard to verify it was ok to use (it was me).
`strcasestr` is not apart of the C standard and is a GNU extension. Windows does not play well with this. The solution was to define a quite simple custom function partially based on the glibc implementation. Function should be reviewed.
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`.
* 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
* Screen shader effects for Lua [OpenGL]
Hue, saturation, brightness, contrast, exposure, dithering, posterization
Global = usually an object in the world
Non global = usually a screen element
Also:
* Changed skyboxes to use environment color instead of vertex color, visually identical
* Changed hud head texture to be non global
* changed power meter to be non global
* changed sparkles to be global
* changed some BBH vertex types to global
OpenGL renderer supported only for now.
* Add default values and better function names
Also fixed sizes in reset function
* Add scanlines effect
* Add global enabled function
* Fix some default values
* Hopefully fix white sparkles
* Whoops
* Address review
* Update function names
* Fix shader crash
* Address reviews
* Add builtin updater to macos
* Compile using trimmed build
* Implement windows
* Add coopdx updater binary
* idk what this is
* Dont need that
* Undo temp code, close stdin, stdout, and stderror so we dont print to error
* Add intel
* Linux
* Finalize
Co-authored-by: AgentXLP <44549182+AgentXLP@users.noreply.github.com>
* Update updater executables (cross compiled, need to test)
* Update windows exec
* Update mac libs
* Update windows lib
* Address review
---------
Co-authored-by: AgentXLP <44549182+AgentXLP@users.noreply.github.com>
* Unify renderers into one build, no more segregation
* Fix Linux compilation error
* How does one miss this
* Rename this
* Fix silly naming error that I missed
* Update Russian translation
* use hashmaps in mod cache
* use templates, suggested by peachy
an attempt to do what peachy is talking about
* that looks unusual
* change data to key parameter
Loading the scroll targets was probably the slowest parts to loading a romhack.
The reason for this is that many romhacks can have thousands of calls to `add_scroll_target`.
So, for 4,107 calls to `add_scroll_target`, the time went from ~4.5759 seconds to ~0.0173 seconds in total.
Changes made:
- Previously, simply finding the material data to scroll was rather slow due to using a linear sub string search across all vertices in all levels. To speed this up, I added a cache.
The cache bypasses checking every level by storing the exact string (rather than the substring) in a hashmap, so lookups become a simple case of a string lookup as a key in the map. It falls back to the full lookup if the cache doesn't hit.
- Changed the vertex buffer management in `scroll_targets.c` to behave closer to a modern dynamic array, where buffer size is doubled each time a new vertex buffer is added, to reduce the number of allocations performed.
* Fix erroneous sync valid packets
When the server received a sync valid packet from another player, it would also set the server player's level. This simple fix makes this no longer happen.
* Fix sync valid packets with host
Okay, so it turns out that the host was unable to differentiate between packets meant to validate other players, and packets meant to validate itself (sent when entering a level another player is already in). I changed so that the packet also includes who the sync packet is validating. Requires an additional byte, as well as adding an argument to network_send_sync_valid.
* Don't have server inform itself
Fixes HOOK_ON_SYNC_VALID being called twice
Add a way to save and load a gfx state in display lists.
Its primary purpose is to save the gfx state before rendering a held object, then restore it later.
It fixes the issue where Mario had opaque legs with the vanish and metal caps when holding an object.
* Scale bone anim support
Code changes provided by ExcellentGamer. Supports model anims which modify scale.
* Peachy code changes by ExcellentGamer
* Autogen constants
* changed vc3f_set to vec3f_copy
Allows modders to play audio streams on channels other than level background music.
4 constants have been added for this purpose:
- `MOD_AUDIO_CHANNEL_MASTER` - sound is only affected by master volume
- `MOD_AUDIO_CHANNEL_MUSIC` - sound is affected by music volume, same as previous behaviour
- `MOD_AUDIO_CHANNEL_SFX` - sound is affected by sfx volume, same as sample behaviour
- `MOD_AUDIO_CHANNEL_ENV` - sound is affected by env volume
This was done instead of using the existing `SEQ_PLAYER_*` constants to avoid confusion and because there isn't a `NONE`/`MASTER` option.
Additionally, sets the default to `MOD_AUDIO_CHANNEL_MUSIC` as to not break compatibility.
```lua
audio_stream_set_volume_channel(stream, MOD_AUDIO_CHANNEL_SFX) -- wow its just like a sample
audio_stream_get_volume_channel(stream) -- returns MOD_AUDIO_CHANNEL_SFX (its actually 2)
```
## Low hanging fruit optimisations for the memory data structures in `memory.c`
Mostly generic performance improvements:
- Swapping `calloc` calls for `malloc` calls where it's safe
- Combined allocations into one large allocation for `node + buffer`
- Using `realloc` instead of full `calloc` + `memcpy` + `free`.
- Add `smlua_collision_add_surface`, `_move_surface`, `_delete_surface` Lua APIs
- Add `remove_static_object_collision` to fully free a SOC and its surfaces
- Split surface pools into separate static, SOC, and dynamic pools
- Replace index-based SOC tracking with unique ID counter (`sSOCIdCounter`)
- Invalidate Lua CObjects for recycled surfaces on pool clear
- Expose `SURFACE_POOL_STATIC/DYNAMIC/SOC` constants to Lua
- Add `growing_array_swap_and_pop` and `growing_array_swap_and_pop_index` to memory utils
Co-authored-by: MysterD <myster@d>
Applied a compatibility band-aid for `ModAudio.file.relativePath` using unions and properties. The only real thing here is the new hidden `return_self` function I had to make for this to work
unction
* This is an awful workflow. Probably still need to update dx11 program ver
* Yea, going to despise this workflow
* Whoops
* Weewoo
* Fix comp error
* Bump dx11 ver due to it having an extremely limited number of inputs
* CObject Properties
- Added property members to CObjects via `PROPERTY` macro
`PROPERTY(name, get, set)`
- `name`: property name
- `get`: `fun(self): value`
- `set`: `fun(self, value)`
- Prettified `LuaObjectField` struct with unions for function/property value types
- Added properties to `struct ModAudio`
- `position`
- `looping`
- `frequency`
- `volume`
- NOTE: only work with streams- the audio reform will come later
* Define array size only when necessary
- new `__pairs` metamethod for `CObject`s, cycles through all of an object's fields, in alphabetical order
- stray semicolon!