Commit graph

4822 commits

Author SHA1 Message Date
Isaac0-dev
e74ea05fde
revise better frame pacing (#901)
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.
2025-08-27 08:17:16 +10:00
Isaac0-dev
ac1cf57cf0
new djui hud tools: viewport, scissor and render line (#916)
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.
2025-08-27 08:15:41 +10:00
John S
95588761fd
Fix the FPS display for displaying FPS counts higher than 5 digits (#931)
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2025-08-26 07:42:19 +10:00
Baconator2558
d2860d70da
Add Option to Save Active Palette as Preset (#899)
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* Update djui_panel_player.c

* Update Czech.ini

* Update Dutch.ini

* Update English.ini

* Update French.ini

* Update German.ini

* Update Italian.ini

* Update Japanese.ini

* Update Polish.ini

* Update Portuguese.ini

* Update Russian.ini

* Update Spanish.ini

* Update djui_panel_player.c
2025-08-20 20:55:24 +02:00
xLuigiGamerx
89366ed5ee
Fixed the hud camera status not updating for freecam (#925)
* Fixed the hud camera status not updating for freecam

* Actually, this is better, thanks kingthememer
2025-08-20 20:40:26 +02:00
ManIsCat2
4fb5375d0d
GEO_BONE GeoLayout command (#913)
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2025-08-20 12:46:32 +10:00
PeachyPeach
6e4373adc9
Fix graph node interpolation (#917)
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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.
2025-08-19 08:15:30 +10:00
PeachyPeachSM64
b671458f81 Enforce function pointers types in dynos
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geo layouts -> geo_* functions only
behaviors -> bhv_* functions only
level scripts -> lvl_* functions only
other -> no function allowed

thanks maniscat for reporting the issue
2025-08-17 19:27:41 +02:00
PeachyPeachSM64
7405ae7244 Reset Mario animations on server shutdown
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2025-08-14 00:49:09 +02:00
PeachyPeachSM64
a2b4ac8f08 Fix palette editor cap on/off invulnerability 2025-08-13 21:01:39 +02:00
Isaac0-dev
a38a7525b5 fixed non directory mod reloading for dev mode
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modName is the mod's actual name during a reload, when it needs to be the file path for non directory mods.
2025-08-08 12:19:31 +10:00
PeachyPeachSM64
7c54a80f84 geo_num3_switch is not a display list
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2025-08-07 14:22:31 +02:00
Isaac0-dev
4195aed2ad
fix the coopnet library readme
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2025-08-06 09:39:11 +10:00
Beckowl
03b29489b1
Add `smlua_text_utils_allocate_dialog` (#896)
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* wip

* get rid of seg2_dialog_table and fix crashes

* remove unused include

* change more types to s32

* remove dialog tables from eu_translation.h

* fix dialog_table_get signature

* Change `oToadMessageDialogId` to s32

* remove exit from dialog_table_add

* warning

* calloc allocated dialogs

* avoid memcpy on allocation fail

* Move dialog entry text field init to dialog_table_init

* Free original dialog entries' text field

* Put all reset logic in one place

* Run autogen

* Remove ``get_dialog_text_ascii`` from autogen

* minor fix

* free dialog->str if replaced

* nevermind

* remove get_dialog_unmodified from autogen

* Change -1 to DIALOG_NONE

* update stuff to s32

* use growing array functions

* Change limit to something more reasonable

* add null check

* remove explicit cast

* Minor fixes

* more type fix

* peachy review

* Fix weird enums in autogen

* remove extra newline :p

* add dialog restore

* bump max dialogs just a lil bit 🥺

* add lua behavior params

* all OBJECT fields are now Lua variables

* Revert lua behavior params changes

* isaac review

* fix segfault

---------

Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
2025-08-03 17:49:45 +02:00
PeachyPeachSM64
f0a0a10544 dynos behaviors: adding missing fields and small bug fix
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2025-07-29 16:33:22 +02:00
PeachyPeachSM64
e01e4f3dbc don't expose these 2025-07-29 15:16:38 +02:00
PeachyPeachSM64
912556bb94 autogen 2025-07-29 15:01:56 +02:00
ManIsCat2
b93e5e17fd
Show Ping option (#889)
---------

Co-authored-by: NoNameWasDefined <nonename@outlook.fr>
Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
Co-authored-by: rPhase <github@rphase.net>
2025-07-29 22:39:36 +10:00
Beckowl
3d458d0212
Fix inconsistent mapping between sSm64CharMap and str_ascii_to_dialog (#892)
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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.
2025-07-29 11:53:53 +10:00
Baconator2558
c9db7006a3
Add Ability to Hide HUD on Act Select Screen (#880) 2025-07-29 11:42:55 +10:00
Raz
7d0d4f0716
Remove 10 joystick limit in controller selection box (#874) 2025-07-29 11:39:38 +10:00
Cooliokid956
7a9353a4a9
language patches for the latest commits (#898) 2025-07-29 11:18:56 +10:00
PeachyPeachSM64
afec9d35b9 Revert "much better frame pacing"
- No one complained about framerate since several updates now; don't fix what isn't broken
- Too much frames are drawn at low framerates when Vsync is enabled
- FPS and delay calculation are wrong with Vsync: 60 FPS looks like 30 with a 120+Hz monitor
- Fixed Auto mode that was broken
- Kept precise_delay_f64 as I have observed no noticeable impact on CPU
2025-07-28 22:31:40 +02:00
Isaac0-dev
593eb9aafc improved delta calculations for capped framrates
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2025-07-26 13:30:24 +10:00
Isaac0-dev
46b1a8bbb9 auto framerate mode
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2025-07-26 09:56:14 +10:00
Isaac0-dev
0a84ca725e much better frame pacing
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plus limited frame rates on the loading and crash screens to go easy on the cpu.

during gameplay, this new system is able to stay true to your fps limit without frame drops.
Vsync causes occasional frame drops by just 1 frame. this is an sdl issue and i know of no workaround; luckily it's very minor.

this commit changes frame pacing by moving frame delaying to just before the frame is displayed. a more precise delay function is also used.
2025-07-25 14:00:14 +10:00
djoslin0
fe2c31554d
Apply scale correction for tile interpolation (#881)
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* Apply scale correction for tile interpolation

Credit to wibble in coop cafe for figuring out the correction

* add error checking

* float -> f32

---------

Co-authored-by: MysterD <myster@d>
2025-07-24 10:27:07 -04:00
Agent X
b76985eb64 Fix
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2025-07-17 15:41:55 -04:00
Agent X
74115c2aac Speed up lighting engine by 80%
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
2025-07-17 15:41:06 -04:00
PeachyPeachSM64
de96a75ddc fix SOUND_ARG_LOAD
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2025-07-16 03:13:00 +02:00
PeachyPeachSM64
a6cd005565 bump version
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2025-07-12 18:55:22 +02:00
PeachyPeachSM64
9c28364d81 Fix warnings and some bugs
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thanks maniscat
2025-07-02 18:49:44 +02:00
djoslin0
81af37eef6
Regenerate DynOS assets when source files are modified (#873)
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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.

---------

Co-authored-by: MysterD <myster@d>
2025-07-02 23:24:35 +10:00
Agent X
6a5af9d23a Lighting engine full documentation and more improvements
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2025-07-01 13:41:28 -04:00
PeachyPeach
4c3ee14f55
Mod file system (#850)
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* 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
2025-07-01 01:53:47 +02:00
djoslin0
cf43b5d465
Fix warping from one custom level to another (#878)
* 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

---------

Co-authored-by: MysterD <myster@d>
2025-07-01 01:52:17 +02:00
Isaac0-dev
066481b59e
type checking for dynos gfx symbol parsing (#849)
* 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>
2025-07-01 01:51:15 +02:00
djoslin0
bf3127b3df
Add bytestring packets for mods to use (#866)
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Adds network_send_bytestring(), network_send_bytestring_to(), and
HOOK_ON_PACKET_BYTESTRING_RECEIVE

This is as close to raw bytes as you can get in lua. It allows you
to efficiently pack as much data as possible into each packet.

The existing network_send() was built for ease of use, but is quite
inefficient when you want to send a lot of data. Each number or int
field in the table amounts to 9 bytes for the key and 9 bytes for the
value. (amounting to 18 bytes per value). Whereas with the new method
you can pack that information into 1, 2, 4, or 8 bytes depending on
your type's size.

---------

Co-authored-by: MysterD <myster@d>
2025-06-30 11:24:39 +10:00
Agent X
7009e7da86 Lighting Engine: Awesome Edition
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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
2025-06-29 12:08:04 -04:00
djoslin0
82ca45eeb6
Lighting engine improvements (#870)
* 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>
2025-06-29 17:46:35 +02:00
djoslin0
afb1c7f0e8
Adjust alpha color combiners to use the correct values (#876)
Co-authored-by: MysterD <myster@d>
2025-06-29 15:25:56 +02:00
Isaac0-dev
873bbd3c1d thought i fixed this ages ago
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2025-06-28 22:47:48 +10:00
Beckowl
7fdded5a8e
Add smlua_text_utils_dialog_get_text and some other dialog functions (#860)
* Add new dialog functions

* Add missing symbols to charmap

* Fix the crashing

* Add braces to if statement

* Implement Isaac's suggestion

* Add override return type to autogen

* Update comment

* Add text field to `DialogEntry`

* wtf??

* Peachy requests
2025-06-28 14:28:28 +02:00
PeachyPeach
075e76b71a
fix custom course and act names (#869)
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2025-06-27 19:00:58 +02:00
mingokrb
2ae95808ee
Update Portuguese.ini (#871)
* Update Portuguese.ini

* oops forgot some

there goes another commit
2025-06-27 19:00:41 +02:00
Isaac0-dev
3af22e641f fix mod file loading order for mod dev mode
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2025-06-25 15:03:59 +10:00
Rory Coughlan
61d0435311 Fix dpad logic in menus (#825)
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* Patches work when using git submodules (where .git is a file instead of a folder)

* Patches: Use git's build in error throwing to detect if the git repository is valid

* Fix dpad cursor logic in menus

Without this change, there is no way to get the cursor onto the ">" button in the public lobbies pagination without using a mouse, because the dpad/arrowkey logic skips over it strangely. Another alternative solution could be that the rules button and the back/reset buttons swap places.

* fixed brain fail in the djui cursor code

I forgot how ternaries worked whoops
2025-06-25 09:37:48 +10:00
Sunk
90af8dfb64
Fix interactions (#868)
* Fix interactions again

* Peachy's suggestion
2025-06-24 22:16:35 +02:00
Sunk
9acb632b8e
Fix HOOK_ALLOW_HAZARD_SURFACE and expose SURFACE_IS_* macros (#865)
* Fix HOOK_ALLOW_HAZARD_SURFACE

* Peachy's suggestions

* Exposed `surface_is_*` macros
2025-06-24 22:15:27 +02:00
xLuigiGamerx
1ad874a1c5
Added math.tween along with common easing functions (#833)
* Added `xOffset` and `yOffset` to the `DjuiFont` struct to align the custom hud fonts

* Replaced `VL-Tones and CJes` CS pack with `The Originals` CS pack

* Removed the shading from the emblems and sideburns for `[CS] The Originals`

* Updated Djoslin0 Toad to give him recolorable hair and updated CJes and VL-Tones Luigi hud icons.

* Updated `[CS] The Originals` models to add missing reverts

* Wrong outdated Djoslin Toad model fix

* Added `math.tween` and along with common easing functions

* Fixed wrong implementation of `IN_OUT_ELASTIC`

* Added `OUT_IN` easing variants

* Fixed Incorrect `OUT_IN_SINE` function

* Fixed wrong `OUT_IN_ELASTIC` implementation
2025-06-24 22:09:17 +02:00