* modfs; optional function parameters in autogen
* errors and stuff
* script to turn a directory into a modfs file and vice versa
* bug fixes
* read: raise error on eof
* properly check eof on read_string
* fill; reload; check pointer validity; skip private files when loading non-active modfs
* added bytestrings
* move ByteString to smlua_utils.h
* 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
---------
Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
* Lighting engine improvements
Now objects will be affected by the lighting engine. This is
accomplished by passing the renderer the object's model matrix
(uncombined with the view or projection). You can now setup the
lighting engine mode to affect all shaded surfaces, lighting can
be affected by surface normals, and you can control what type of
tone mapping is applied.
added le_set_mode(mode)
By default we retain the previous behavior.
When set to LE_MODE_AFFECT_ALL_SHADED the lighting engine will
affect every shaded material.
This way we don't have to recompile every object and level that
we want shaded with special coop-specific commands
added le_get_mode()
added le_set_tone_mapping(toneMapping)
Tone mapping is what happens when a color value exceeds its 0-255
range.
By default we retain the current tone mapping (called
LE_TONE_MAPPING_TOTAL_WEIGHTED).
LE_TONE_MAPPING_WEIGHTED is now accessible, it was the tone
mapping that was previously left out of the compile through ifdefs.
LE_TONE_MAPPING_CLAMP is just simple additive with a clamp at a
color value of 255.
LE_TONE_MAPPING_REINHARD is reinhard tone mapping
(vout = (vin + 1) / vin).
added le_set_light_use_surface_normals(id, useSurfaceNormals)
By default lights retain their previous behavior (of ignoring
surface normals).
When enabled lights cast on one side of the object will not
appear on the other side of the object.
It is kind of like backface culling, but for lights.
added le_calculate_lighting_color_with_normal(pos, normal, outColor, lightIntensityScalar)
It's just like le_calculate_lighting_color(), but you can pass
in normals now.
* Removed normal calculation from vertex colored surfaces - they don't have normals
* Use packed normals correctly
* made LE_MODE_AFFECT_ALL_SHADED the default
* made useSurfaceNormals the default for lights
* Set ambient color, performed le_is_enabled() checks
The ambient color was black, which is why everything was dark by default.
If we set ambient to white then people will never see the effects of their
lights unless they set ambient to a lower value. So I added checks for
if a light has ever been added. The alternative would be to have something
like le_set_enabled()
* Rewrite how we obtain the model matrix - invert the camera
* run autogen
* Change default tonemapper to weighted, make setting ambient enable LE, fix null deref
* Address Peachy's comments
---------
Co-authored-by: MysterD <myster@d>
* More math improvements
* more math functions
* stack check
* added error message when trying to modify read-only table; fix gSmluaConstants printed to console
* set_gfx_command part 2
* part 3
* get gfx/vtx from name; copy gfx/vtx
* gfx/vtx dynamic allocation lua
* gfx/vtx_new: don't take level/model/vanilla names
* Clean up gbi constants
* update example
* Isaac review; add gfx_get_next_command and vtx_get_next_vertex
* make all commands length 1; missing NULL checks
Some changes for gfx vtx duplication:
- Only vanilla (read-only) stuff is duplicated
- Stuff is duplicated only once, and uses a map rom->ram for next iterations
- Stuff is restored to original values on network shutdown
also fixes incorrect types in some extern declarations
* CONCEPT: Basic vertex lighting engine
Set the geometry mode on your model to G_LIGHTING_ENGINE_EXT, spawn a `bhvAmbientLight`, spawn some `bhvPointLight`s, and then you got yourself a mighty interesting scene.
* Fixes
* How did I miss this
* Make light set home pos
* PvP Rework
This rearranges the damages of last PR. The underused attacks should still see some buffs.
* Adjust how punches apply invincibility
Also increase punch invincibility timer to 12
* EmeraldLoc's easy suggestions
* Rework punching pvp
Punching no longer reduces invincibility frames. Instead, punches can ignore knockback invincibility and the full punch punch kick combo can be done.
* Adjust numbers
Breakdances should not deal 3 damage
* Potential fix for more common tripping
"Trip" here refers to 1 damage kicks
* Add temporary invincibility to rollouts
This is a test to see how different pvp feels with this change. Suggestion by sausrelics.
* Fix invincibility
* Prevent low damage/low knockback kicks altogether
* Update ignored attack list
* Allow dives to be attacked by most actions
A lot of people don't want dives to be entirely invincible and some suggested to make dives be able to only pierce through jump kicks
* Slightly nerf kick knockback
Suggestion by emily
* Rework dive piercing
Instead of all actions being able to hit dives other than jumpkicks, now only slidekicks (and ground pounds) can hit dives.
* Mild kick knockback increase from nerf
* Change direct equality to checking flag
* Decrease dive and punch knockback
* Prevent trades against dives with slidekicks
* Revert "Prevent trades against dives with slidekicks"
This reverts commit 2a2c3266a7.
* Allow ground pounds to always hit a sliding player
* Add server setting to change pvp
* Add pvp settings to config
* Add selection to menu
* Fix issues + autogen
* Rewrite goto statement to not use goto
Adding this for collision minimap, but I'm sure it'd be useful for many other mods that deal with collision in this kind of way
exposes a function, obj_get_surface_from_index. pass in an object, and the index of the surface you want. numSurfaces is also added to know when to stop iterating through surfaces
Thanks to peachy for coming up with the better method of doing this
Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
- fixed a bug where remote players would show mario's head repeatedly twitching up and down while reading automatic dialog
- fixed a bug where remote mario's would sometimes not update while unlocking a star door, resulting in the previous animation playing during that action
- fixed a bug where players exiting a warp door could get stuck for a few extra frames due to other players opening that same door.
- added dialogId to MarioState, which is synced for remote players the dialog id that player has active. this can be used by Lua mods - don't access the local player's dialog id because that isn't updated as that is unnecessary