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.
The logger used in `goalc` tries to print an already-formatted string
`message` using `fmt::print(message);` Usually this doesn't cause
problems, but if you try to print, for example, an exception that has
special characters (notably `{`) it will try to do another round of
formatting/replacements, despite not having any args to replace with,
which ends up throwing another exception. This is why errors when
parsing custom level JSON cause the REPL to exit.
I've hopefully identified all the various instances of this across the
codebase
Started at 349,880,038 allocations and 42s
- Switched to making `Symbol` in GOOS be a "fixed type", just a wrapper
around a `const char*` pointing to the string in the symbol table. This
is a step toward making a lot of things better, but by itself not a huge
improvement. Some things may be worse due to more temp `std::string`
allocations, but one day all these can be removed. On linux it saved
allocations (347,685,429), and saved a second or two (41 s).
- cache `#t` and `#f` in interpreter, better lookup for special
forms/builtins (hashtable of pointers instead of strings, vector for the
small special form list). Dropped time to 38s.
- special-case in quasiquote when splicing is the last thing in a list.
Allocation dropped to 340,603,082
- custom hash table for environment lookups (lexical vars). Dropped to
36s and 314,637,194
- less allocation in `read_list` 311,613,616. Time about the same.
- `let` and `let*` in Interpreter.cpp 191,988,083, time down to 28s.
Fixes orb softlocks during races and other side missions.
The side mission tasks will now not count as completed until the
precursor orb has been picked up.
Races will not let you advance (or even pause the game) until the
precursor orb has been picked up.
Adds a decent way to customize the folders the project file expects the
iso data and decompiler data to be in. When you run any version other
than the default, for example Jak 1 PAL, it uses the `gameName`
decompiler config to consume and output it's results.
However the project file will assume `jak1` unless you hard-code it
differently -- basically, it needs to be explicitly told just the
decompiler is told what version to use.
We now have a per-user REPL Config json file, so that can be used to
override the default `jak1` behaviour.
Fixes#1993
This automatically generates documentation from goal_src docstrings,
think doxygen/java-docs/rust docs/etc. It mostly supports everything
already, but here are the following things that aren't yet complete:
- file descriptions
- high-level documentation to go along with this (think pure markdown
docs describing overall systems that would be co-located in goal_src for
organizational purposes)
- enums
- states
- std-lib functions (all have empty strings right now for docs anyway)
The job of the new `gen-docs` function is solely to generate a bunch of
JSON data which should give you everything you need to generate some
decent documentation (outputting markdown/html/pdf/etc). It is not it's
responsibility to do that nice formatting -- this is by design to
intentionally delegate that responsibility elsewhere. Side-note, this is
about 12-15MB of minified json for jak 2 so far :)
In our normal "goal_src has changed" action -- we will generate this
data, and the website can download it -- use the information to generate
the documentation at build time -- and it will be included in the site.
Likewise, if we wanted to include docs along with releases for offline
viewing, we could do so in a similar fashion (just write a formatting
script to generate said documentation).
Lastly this work somewhat paves the way for doing more interesting
things in the LSP like:
- whats the docstring for this symbol?
- autocompleting function arguments
- type checking function arguments
- where is this symbol defined?
- etc
Fixes#2215
Moves PC-specific entity and debug menu things to `entity-debug.gc` and
`default-menu-pc.gc` respectively and makes `(declare-file (debug))`
work as it should (no need to wrap the entire file in `(when
*debug-segment*` now!).
Also changes the DGO descriptor format so that it's less verbose. It
might break custom levels, but the format change is very simple so it
should not be difficult for anyone to update to the new format. Sadly,
you lose the completely useless ability to use DGO object names that
don't match the source file name. The horror!
I've also gone ahead and expanded the force envmap option to also force
the ripple effect to be active. I did not notice any performance or
visual drawbacks from this. Gets rid of some distracting LOD and some
water pools appearing super flat (and pitch back for dark eco).
Fixes#1424
- lets you split up your `startup.gc` file into two sections
- one that runs on initial startup / reloads
- the other that runs when you listen to a target
- allows for customization of the keybinds added a month or so ago
- removes a useless flag (--startup-cmd) and marks others for
deprecation.
- added another help prompt that lists all the keybinds and what they do
Co-authored-by: water <awaterford111445@gmail.com>
This allows you to not have to define the entire file path to a source
file to re-compile and load it. Technically a stop-gap until editor
tools are developed around writing OpenGOAL.

As opposed to `(ml "goal_src/jak2/engine/game/main.gc")` (which still
works)
This is accomplished via the following config (connection attempts is
irrelevant):
```json
{
"numConnectToTargetAttempts": 1,
"jak2": {
"asmFileSearchDirs": [
"goal_src/jak2"
]
}
}
```
This also provides a way to make game-specific configurations for the
REPL fairly easily.
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
* extractor: refactor and cleanup for multi-game support
* deps: switch to `ghc::filesystem` as it is utf-8 everywhere by default
* extractor: finally working with unicode
* unicode: fix unicode cli args on windows in all `main` functions
* put some duplicated code in a func
* make jak 2 text "work"
* group up all subtitles c++ code into one folder
* compact single-line subtitles
* fix a couple compiler crashes
* Update game_subtitle_en.gd
* `rolling` and `sunken`
* `swamp`
* `ogre`
* `village3`
* `maincave`
* `snow`
* `lavatube`
* `citadel`
* Update .gitignore
* clang
* fix encoding and decoding for quote
* properly fix quotes
* subtitle deserialize: sort by kind, ID and name
* sub editor: fix line speaker not being converted
* cleanup game text ids 1
* update text ids 2
* update source
* update refs
* remove str files from inputs
* removed unused verbose flag
* allow some kind of conditional game building for JP extras
* make `PrintBankInfo` do nothing
* clang
* Update gltf_mesh_extract.cpp
* fix `*jak1-full-game*` in extractor
* use json library to build json file
* screw it red label support as well
* stash
* temp
* tools: subtitle tool works! just gotta fill out the db / polish UX
* tools: added configuration for every subtitle we have so far
* tools: add some colors to the editor, time for repl controls and make it run the code!
* tools: continuing polish of tool, getting very close
* tools: finished UX polish, just need to write deserializers
* tools: added deserializer for subtitle data
* tools: exported subtitle files, all data appears intact
* tools: more UX polish and test all the cutscenes, majority work
* assets: update subtitle files
* lint: formatting and cleanup
* lint: codacy lints
* goalc: cleanup goalc's main method and add nrepl listener socket
* deps: add standalone ASIO for sockets
* lint: formatting
* common: make a common interface for creating a server socket
* goalc: setup new repl server
* deps: remove asio
* goalc: debug issues, nrepl is working again
* git: rename files
* attempt to fix linux function call
* test
* scripts: make the error message even more obvious....
* goalc: make suggested changes, still can't reconnect properly
* game: pull out single-client logic from XSocketServer
* nrepl: supports multiple clients and disconnection/reconnects
* goalc: some minor fixes for tests
* goalc: save repl history when the compiler reloads
* common: add include for linux networking
* a few small changes to fix tests
* is it the assert?
* change thread start order and add a print to an assert
Co-authored-by: water <awaterford111445@gmail.com>
* fix typo
* more typo
* shorten discord rpc text
* allow expanding enums after the fact (untested)
* make `game_text` work similar to subtitles
* update progress decomp
* update some types + `do-not-decompile` in bitfield
* fixes and fall back to original progress code
* update `progress` decomp with new enums
* update config files
* fix enums and debug menu
* always allocate (but not use) a lot of particles
* small rework to display mode options
* revert resolution/aspect-ratio symbol mess
* begin the override stuff
* make `progress-draw` more readable
* more fixes
* codacy good boy points
* first step overriding code
* finish progress overrides, game options menu fully functional!
* minor fixes
* Update game.gp
* Update sparticle-launcher.gc
* clang
* change camera controls text
* oops
* some cleanup
* derp
* nice job
* implement menu scrolling lol
* make scrollable menus less cramped, fix arrows
* make some carousell things i guess
* add msaa carousell to test
* oops
* Update progress-pc.gc
* make `pc-get-screen-size` (untested)
* resolution menu
* input fixes
* return when selecting resolution
* scroll fixes
* Update progress-pc.gc
* add "fit to screen" button
* bug
* complete resolutions menu
* aspect ratio menu
* subtitles language
* subtitle speaker
* final adjustments
* ref test
* fix tests
* fix ref!
* reduce redundancy a bit
* fix mem leaks?
* save settings on progress exit
* fix init reorder
* remove unused code
* rename goal project-like files to the project extension
* sha display toggle
* aspect ratio settings fixes
* dont store text db's in compiler
* properly save+load native aspect stuff
* [goalc] macro expansion in integer constants
* working
* didn't break it yet
* support conditional compilation
* fix up some more small bugs
* fix duplicate evaluation of bitfield definitions
* paranoid
* add subtitles support (tools + goal + text file).
* add to build system proper
* better handling of line speakers
* billy test subtitles
* adjust timings
* better handling of subtitle timing + citadel subs
* press square to toggle cutscene subtitles
* improve DirectRenderer performance
* clang
* dont error out if there's no user files
* make system supports multiple inputs for subtitles
* clang
* oh no typo!!
* avoid future issues
* fix warp gate crash
* remove no longer necessary code in DirectRenderer
* remove temp prints
* delete triplicate code
* i found a better way
* fix make issues with subtitles
* force avx compilation
* clean up allocator interface to be simpler
* working on functions without spills
* working for all
* fix missing includes for windows
* more windows includes
* initialize regs to zero so printing value unintiailized by game code is repeatable