Adds controller LED features to Jak 2:
- progressive flickering denoting health
- copies tomb simon says puzzle colors
- unique colors for each gun
- orange color for being indax
- yellow color for being in mech
- purple color for being darkjak
- blue color for being in board
- red flash when wanted.
May add more features later?
Also did some minor clean-up on some types.
- state handlers that are not inlined lambdas have smarter type
checking, getting rid of 99.9% of the casts emitted (they were not
useful)
- art groups were not being properly linked to their "master" groups.
- `max` in `ja` in Jak 2 was not being detected.
Another huge PR...
This PR adds a frame rate option to the graphics menu for some of the
most common refresh rates.
Jak 2 has much better support for variable frame rates than Jak 1 out of
the box, but there are still some edge cases, most prominently the fact
that sprites are still limited to the 300 tick system, which is most
noticeable on glow sprites. For this, I abused the glow boost debug
setting to scale the glow based on the frame rate.
While testing, I noticed two other cases that I have also patched,
there's likely to be many more that are yet to be found, but aside from
that, the game is playable as normal.
https://github.com/open-goal/jak-project/assets/6624576/ad4db24f-cd27-4237-a155-0db7008160f3
- fix speaker names and time frames being uneditable in Jak 1
- added toggle to auto-selected a newly created scene as current
- changed the subtitle summary format slightly.
- current scene's name now appears in the UI
Some general improvements for the texture animator:
- Clouds are special cased, saving about 1 ms per frame
- Adjusting the amount of clouds now actually works.
- Fixed an issue with the brightness of clouds, and the way that they
fade out around the edges.
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)
- fix deci2 hang when closing the game in retail mode.
- change bigmap to always filter because the pixels look really ugly.
- don't start the game in fullscreen by default if we're debugging.
Rotates the log files with a timestamp instead of copying all files and
incrementing an integer. Increases the amount of info you have when
looking at user's log files (ie. when looking at all the files, the file
creation dates are accurate).

Also simplifies the API for setting the log file, and `gk` logs are now
game specific with `jak1` or `jak2`. Which should be useful going
forward.
Lastly, added a flag to all CLIs to disable ansi colors for people that
want to do so. Though at the same time, there is finally a workaround in
jenkins to fix ANSI colors in the truncated log view -- so I'm not sure
why anyone would want to get rid of the color information. You can even
setup text editors to display the color info making log parsing much
easier. Fixes#1917
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Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>