Commit Graph

22 Commits

Author SHA1 Message Date
water111 f0b46ff2e5 [jak3] A few bug fixes (#3606)
A few minor fixes:

- Fix crash in overlord3 during final boss
https://github.com/open-goal/jak-project/issues/3605
- Update goal_src for `scene-actor.gc`, which was not updated after a
bug fix for decompiling skelgroups, making some cutscene actors
invisible due to using the wrong joint for culling checks.
- Stop using `-1` as an invalid value for texture id's in Merc.cpp. This
could sometimes cause Merc2.cpp to accidentally skip updating the OpenGL
texture. This fixes the bug where skull gems sometimes didn't have the
animated textures.
2024-07-26 13:48:43 -04:00
Tyler Wilding 60db0e5ef9 deps: update fmt to latest version (#3403)
This updates `fmt` to the latest version and moves to just being a copy
of their repo to make updating easier (no editing their cmake / figuring
out which files to minimally include).

The motivation for this is now that we switched to C++ 20, there were a
ton of deprecated function usages that is going away in future compiler
versions. This gets rid of all those warnings.
2024-03-05 22:11:52 -05:00
water111 959dffa427 [jak2] fix a few silly texture bugs (#2917)
Fix an issue where the commit sha would not use the right blending mode
if `draw-raw-image` is running at the same time.
Fix an issue where japanese subtitles would accidentally overwrite other
textures, leading to random textures missing. (in particular, glows
would disappear after watching a cutscene with the subtitles on)
2023-08-18 11:04:31 -04:00
water111 b16daae310 [jak2] Support Japanese Subtitles (#2914)
![image](https://github.com/open-goal/jak-project/assets/48171810/7b5edd00-4193-47ab-92f6-8f270edbcafe)
2023-08-17 19:40:02 -04:00
water111 22c12c54ca [jak2] fix bug in direct in texture handler (#2910) 2023-08-16 18:31:40 -04:00
water111 0c5e01643e [jak 2] bigmap, fix texture filtering on map icons (#2906)
![image](https://github.com/open-goal/jak-project/assets/48171810/4c285f31-c874-424a-8510-d181ba0f88d5)


![image](https://github.com/open-goal/jak-project/assets/48171810/6baa29ef-df92-435e-ad2f-9a42d56e6f17)

and the minimap has filtering now:

![image](https://github.com/open-goal/jak-project/assets/48171810/7cb2b0c9-5c86-426e-b028-dddcc3d649f7)

It's mostly implemented in C++ using the texture animator.
2023-08-15 21:53:06 -04:00
water111 7220f5680e [jak2] More texture animations, and fixes (#2847) 2023-07-29 11:10:26 -04:00
water111 f327e67182 [jak2] Fix dark jak anim and low res skull gems (#2842)
Fixes skull gems using a low resolution texture.

Fixes issue where jak in cutscenes is dark after watching oracle-level-1
(and likely other bugs with texture animations getting stuck)

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-25 01:29:20 +01:00
water111 6f244b11ef [jak2] Work-in-progress texture animations (#2819) 2023-07-14 18:17:54 -04:00
water111 2fc943977f [jak2] GOAL side texture animation stuff (#2766)
It turns out we didn't decompile any of this stuff yet.
2023-06-24 10:11:47 -04:00
water111 9a04c7e311 [decomp] sparticle, sparticle-launcher, set up sprite (#1949)
- fix crash with unhandled sparticle definition (happens with the weird
array int32s that I don't understand yet)
- update mips2c stuff
- add part-tester
- fix some issues around texture uploads
 

![image](https://user-images.githubusercontent.com/48171810/194784675-54e3dc58-7846-450d-a1e9-cefd841dda94.png)
2022-10-09 19:56:07 -04:00
Tyler Wilding 4d751af38e logs: replace every fmt::print with a lg call instead (#1368)
Favors the `lg` namespace over `fmt` directly, as this will output the
logs to a file / has log levels.

I also made assertion errors go to a file, this unfortunately means
importing `lg` and hence `fmt` which was attempted to be avoided before.
But I'm not sure how else to do this aspect without re-inventing the
file logging.

We have a lot of commented out prints as well that we should probably
cleanup at some point / switch them to trace level and default to `info`
level.

I noticed the pattern of disabling debug logs behind some boolean,
something to consider cleaning up in the future -- if our logs were more
structured (knowing where they are coming from) then a lot this
boilerplate could be eliminated.

Closes #1358
2022-10-01 11:58:36 -04:00
water111 b5d21be9c5 W/misc fixes (#1838)
* temp

* temp

* before cleaning up

* cleanup merge

* fix warnings

* merge fix

* clang format
2022-09-05 20:29:12 -04:00
Tyler Wilding 2d595c1ac0 lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
water111 e8911758f0 [graphics] small improvements (#1351)
* faster texture upload lookup

* fix debug menu

* cleanup

* one more
2022-05-02 21:26:17 -04:00
water111 7c3ab1f468 do eye rendering on the GPU (#1219) 2022-03-04 18:22:01 -05:00
water111 67946a4274 enable filter by default and fix up bucket hacks (#1214) 2022-03-02 21:40:52 -05:00
water111 a5b383c78a [graphics] Rewrite of texture system (#1212)
* loading cleanup

* temp

* add texture replacement

* fix windows

* oops

* fix windows

* final cleanup
2022-03-02 20:01:37 -05:00
water111 78cde74d5a update readme and fix always playing str (#1139)
* update readme deps

* replace assert

* bump timeout

* fix memory corruption in kernel

* use unknown if level name is invalid
2022-02-08 19:02:47 -05:00
water111 3afd99a8e3 [graphics] partial tfrag implementation (#958)
* temp

* some decomp

* tfrag dma setup

* fix negative label bug

* tfrag dma setup

* tfrag, with pipeline tricks

* kinda works

* cleanup before trying some color stuff

* time of day works

* clean up

* temp before render changes

* a few more fixes

* fix up tests

* clean up

* fix

* fix alignment

* one more cleanup
2021-11-13 20:44:17 -05:00
water111 b2052016e2 [decomp] sky/time of day (#883)
* time of day

* goal code seems to work

* stars at wrong spot

* stars and sun work

* debugging clouds

* fix texture correction

* sky works

* cleanup, add profiler

* clean up

* final clean up

* offline tests

* missing include
2021-10-10 20:07:03 -04:00
water111 f0ceea8b2e [sparticle] 2d hud particles (#849)
* wip, taking a break to work on asm stuff first

* the goal code for sparticle

* mips2c the first sparticle asm function

* temp

* particle processing no longer crashing

* temp

* working texture cache for vi1 and hud textures

* sprites

* cleanup 1

* temp

* temp

* add zstd library

* temp

* working

* tests

* include fix

* uncomment

* better decomp of sparticle stuff, part 1

* update references
2021-09-26 11:41:58 -04:00