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.
* 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.
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
* Introduce this new pack in a more proper reviewable manner
Ideally I should have made a PR for my new pack and I understand the new geo function may have come out of no where. I've been thinking about adding it for a while and was going to utilize it in a new project I'm working on but I should have explained it first before pushing anything for sure
* Address suggestions
* Restore these, whoops
* 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
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Co-authored-by: Agent X <44549182+AgentXLP@users.noreply.github.com>
* Fixes
* Lots more changes
* Yoshi :D
* Remove some unecessary changes
* Oops
* Remove temp code
* Revert changes made to king bobomb, will be handled in #1196
* copied from main not dev, oops
* Address review and do a minor improvement
* Nuke that
This reverts commit e22d85b119.
Lack of PR.
Built-in DynOS packs have barely any utility in the coopdx build,
specifically if it's private jokes/references.
Coop Cafe is a private community associated with coopdx, not a core part
of it.
This pack should be distributed as a separate mod instead.
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>
- `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
* zip + json properties; check existing file in create file
* smlua_audio_utils_replace_sequence
* audio_stream_load, audio_sample_load, smlua_model_util_get_id
* get_texture_info + can also load PNG files
* smlua_collision_util_get
* add wildcard in properties files + set text mode
* filepath restrictions
* Some mod_storage improvements
- Cache mod storage files into a map to reduce file I/O
- Fix a bug in mod_storage_save
- Add mod_storage_load_all that returns all keys/values as a table
* shutdown; fix buffer overflow; fix warnings; lua table
* reject binary files starting with MZ or ELF
* function members
* better doc
* adding file rewind
* ModFS guide; replace yaml by ini; read string buffer changes
* all OBJECT fields are now Lua variables
* add lua variable support to SHOW_DIALOG
* fix object_with_acts
* minor tweak
* Peachy review
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Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
Shared graph nodes were incorrectly interpolated, only the first object with a shared graph node was interpolated properly.
Thanks to @Cooliokid956 for noticing that most of node types were **never** interpolated.
- Use a double hashmap to store interpolated data for each graph node and object. All translations, rotations and scales are now interpolated correctly.
- Add `GraphNodeScaleXYZ` type to scale to all 3 dimensions; Add `GEO_SCALE_XYZ` command.
gMtxTbl was also reaching it's limit, so dynamic allocation was added.
geo layouts -> geo_* functions only
behaviors -> bhv_* functions only
level scripts -> lvl_* functions only
other -> no function allowed
thanks maniscat for reporting the issue
This fixes inconsistent mappings between `sSm64CharMap` and `str_ascii_to_dialog` (used in `smlua_text_utils_dialog_replace`) to make the `text` field of `dialogEntry` consistent
`str_ascii_to_dialog` now also has mappings for the interpunct (`•`) and the double opening (`<<`) and closing (`>>`) quotes, which were missing before.
Lights are also zero indexed now which I could change to being one indexed but I think this is better anyway.
I restored ambient light objects setting it every frame since it broke a mod I was working on.
Sorry if any of these changes break anything you're working on dj.
Kaze would be proud though I bet
Previously to recompile DynOS assets you had to remove the
bin/lvl/bhv/tex/col/etc files. Now the game will compare the
last-modified-timestamps of the generated/compiled assets vs
the other files that are within those directories. If the presumed-
source files have a later modified timestamp DynOS will regenerate
those assets.
While this results in scanning the attributes of files more, it
also prevents parsing files unnecessarily. Previously actors
would always parse their source files and build up GfxData
unnecessarily.
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Co-authored-by: MysterD <myster@d>
* Fix warping from one custom level to another
* Remove cached level warps
* More comments, use LEVEL_UNKNOWN_X
* more readability
* clear custom level slots on unload
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Co-authored-by: MysterD <myster@d>
* type checking for dynos gfx symbol parsing
* peachy review
* better parameter counting
* using peachy's changes
* Update dynos_bin_gfx.cpp
seems like fast64 write 0 instead of NULL for null pointer, which is technically valid
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Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
Just making a brief commit and thats all to add onto dj's lighting engine improvements because I heard about the PR, in mine I
* allowed all Vtx objects to be manipulated/retrieved
* updated lighting engine demo to be an SM64 night mode with a flashlight
* Fixed longterm bug where lighting bugs out unless you spawn a light
* Added new default LE mode LE_MODE_AFFECT_ALL_SHADED_AND_COLORED which also affects vertex colored surfaces