Commit graph

4842 commits

Author SHA1 Message Date
Blockyyy
e9a48ee4f5 HOOK_OBJECT_UPDATE & HOOK_BEFORE_OBJECT_UPDATE 2025-10-16 22:03:16 +02:00
PeachyPeachSM64
b4c8f023d2 Make painting textures replaceable by Lua
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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.
2025-10-05 12:12:14 +02:00
WBmarioo
68f4fd18d7
Originals Edits (#951)
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* 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
2025-09-23 19:08:46 +02:00
PeachyPeach
d9f5869fcd
Fix Texture type; add various get_name functions (#945)
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2025-09-15 20:59:26 +02:00
ManIsCat2
f80f8eba62
gsSPLightColor() support (#948)
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* G_MW_LIGHTCOL

* Update gfx_pc.c

---------

Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
2025-09-15 18:56:40 +02:00
PeachyPeachSM64
d3f57ae845 fix warnings again
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2025-09-14 17:44:00 +02:00
PeachyPeachSM64
1e146de393 autogen 2025-09-14 16:33:12 +02:00
PeachyPeachSM64
2e98dd5a5e Fix warnings 2025-09-14 14:19:58 +02:00
Beckowl
1c71449ed2
Add lua params support to level macros (allocate dialog pt. 2) (#905)
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* 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>
2025-09-13 20:36:28 +02:00
ManIsCat2
6524e709a3
Fresnel Lighting from F3DEX3 (#941)
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* Fresnel part1

* Fresnel part2

* vmacu
2025-09-13 12:40:38 +02:00
PeachyPeachSM64
2c332d4db6 Fix HOOK_ON_DIALOG
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2025-09-13 01:26:15 +02:00
Emily♥
7f2c5cc53b
Remove interaction limit for PVP (#942)
* 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
2025-09-13 00:08:30 +02:00
PeachyPeachSM64
653056bd10 Revert "Reset Mario animations on server shutdown"
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This reverts commit 7405ae7244.

Make Animation and AnimationTable fields immutable

Fix variable type in music_changed_through_warp
2025-09-02 20:28:03 +02:00
Baconator2558
da13adf72c
Fix obj_init_animation (#936)
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* Fix obj_init_animation

* Update object_helpers.c
2025-08-30 21:49:02 +02:00
PeachyPeachSM64
cee5957e11 Fix cap sequences not replaced/playing on dynos warp and level entry; Add gLevelValues.shellSequence
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2025-08-29 22:54:40 +02:00
PeachyPeachSM64
6f9c83d3e4 Revert "Read-Only marked as protected" (#921)
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2025-08-29 19:08:27 +02:00
Cooliokid956
85ab20357d
Restored OOB death + De-sorted fields + Read-Only marked as protected (#921)
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* 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
2025-08-28 18:06:55 +02:00
ManIsCat2
5f1a2d0b42
Gfx commands to Copy Lights into Env/Prim color (#927)
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2025-08-28 06:27:25 +10:00
Isaac0-dev
e0c76a9ecc fix a warning from previous prs
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2025-08-27 09:36:30 +10:00
John S
c0e03a2ca9
Add clamping at 99999 to the FPS counter (#932) 2025-08-27 09:31:59 +10:00
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