Fixes the following issues:
- Mario no longer regains his normal cap when doing the picking up cap action (this allowed you to reobtain it by picking up a Wing Cap, for example)
- Mario will now regain his cap from the ground, even without going into the cutscene. Previously, Mario had to enter the cutscene action to get the cap, so it wouldn't activate if Mario jumped into the cap (Klepto and Mr. Blizzard set the flags directly).
Updates libjuice to 1.6.2 and applied some bugfixes to coopnet's peering code.
Confirmed to fix connection issues with DeadParrot's unusual networking topologies.
Only fully tested win64, I cross compiled the rest of the libraries.
Co-authored-by: MysterD <myster@d>
This command sets the RGB values of a material's environment color without setting the alpha. This is important, as functions like `geo_update_layer_transparency()` use the environment color alpha to control a model's overall opacity. However, if one of the model's materials sets its own environment color alpha, then that will take priority. This command allows these models to still use environment colors in their materials.
Currently version checking throws false positives constantly.
This change will set uninitialized variables and require parsing
a version number that starts with v in order to display the
pop-up
Co-authored-by: MysterD <myster@d>
* djui_hud_get_mouse_locked()
Adds a total of 1 function:
# `bool djui_hud_get_mouse_locked()`
Returns the DJUI mouse lock status
Tip: This won't return the true state of mouse lock, so make sure to use `get_first_person_enabled()` and `camera_config_is_mouse_look_enabled()` as well
---
This also fills in some descriptions left out by Isaac in his viewport/scissor functions
* djui_hud_is_mouse_locked()
Same as before but is
* this is better imo
* Fix Eyerok pounding in multiplayer
Eyerok now only enters the double pound state if ALL players stand on the pedestal rather than just one. Players standing on the pedestal will be ignored. I had to write a new function for this, I hope this is acceptable.
* Suggested changes
I didn't want to change the name of arg0 in eyerok_check_mario_relative_z because it was a vanilla function, but I suppose I can.
* Remove interaction limit for PVP
Fixes issues with certain mods
* Fixes for Bowser and Heave Ho
Hopefully this makes things a bit better.
* 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
* Update bettercamera.inc.h
Fixes X axis inversion on free cam
* Use PlayerCamState for Free Cam
* Use PlayerCamState for ROM Hack Cam
* Use sMarioCamState to access PlayerCameraState
Probably should've just done this initially.
Fix `textureArray` type to be recognized by autogen.
Painting textures can be replaced with the following code:
```
local tex1 = get_texture_info("texture_bottom")
local tex2 = get_texture_info("texture_top")
gPaintingValues.bob_painting.textureArray[1] = tex1.texture
gPaintingValues.bob_painting.textureArray[2] = tex2.texture
```
Texture format must be RGBA 16-bit for built-in textures or
RGBA 32-bit for mod loaded textures.
* Originals edits
Added VL Tone and CJ Luigi voices. VL is a (slightly, not as much as djoslin toad) pitched up mario voice and CJ uses excoop's original luigi voice.
* Fix some things
Fix one, will fix voice table soon
* Update main.lua
Fix typo
* Fix 3
final fix, with indenting
* update voice pitch code
edits to toad/vl voice pitch code. added three voice files to CJ, now his table is completed.
* pitch table
is a table and it looks better now
* all OBJECT fields are now Lua variables
* add lua variable support to SHOW_DIALOG
* fix object_with_acts
* minor tweak
* Peachy review
---------
Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
* Fix Eyerok pounding in multiplayer
Eyerok now only enters the double pound state if ALL players stand on the pedestal rather than just one. Players standing on the pedestal will be ignored. I had to write a new function for this, I hope this is acceptable.
* Suggested changes
I didn't want to change the name of arg0 in eyerok_check_mario_relative_z because it was a vanilla function, but I suppose I can.
* Remove interaction limit for PVP
Fixes issues with certain mods
* De-sort fields + Add `protected`
This fixes the atrocious ordering in autocomplete (a,b,g,r 😭)
also adds the protected scope for read-only fields
_ReadOnlyTable revision
* Restored OOB death (when alone)
also bubbles the player
* Rerun autogen
* Peachy Review
* kill goto
* Curly Brace
improved frame pacing, where frame delaying is done just before displaying the frame.
so, the frame is fully rendered, and then the delay is done to wait the extra time before displaying the frame.
This is a far more reliable and consistent way to manage frame pacing, and it will help to keep the framerate from choking too badly when the game lags a little.
The changes to `gfx_end_frame` is to minimize the steps necessary between delaying and actually displaying the frame. This is an optimization just to increase the accuracy of frame pacing even further.
Also, delta calculation is improved when the number of frames to draw is known.
Djui cursor movement is also updated every frame for smoother movement.
added these new djui hud tools for Lua:
- djui_hud_set_viewport
- djui_hud_reset_viewport
- djui_hud_set_scissor
- djui_hud_reset_scissor
- djui_hud_render_line - this code could already be done exactly. this is just to make rendering lines more efficient.
Also made nametags use a viewport for scaling in the credits.