Commit Graph

132 Commits

Author SHA1 Message Date
Matt Dallmeyer 0ab252d39d [jak1] Fix speedrun mode bug where loading a save is counted as new run (#3960)
Fixes a small bug introduced in #3902. 

Without this change, whenever you load a save it is treated as if you
started a new game and resets the autosplitter back to 0s.
2025-06-19 17:47:42 +02:00
Tyler Wilding 77586b7fa9 game: default MSAA to off (#3943)
There's a suspicion that MSAA might be what causes the black screen
problem for some users, additionally this can cause perf issues for
people with really bad PCs so this is probably a better default.

Needs testing before merging, i think this is all inclusive though.
2025-06-03 23:58:05 -04:00
Tyler Wilding b6649d2433 Properly set window size when switching from borderless/fullscreen -> windowed mode (#3923)
Prior to SDL3, borderless windows were kinda a hack, they cleaned all of
that up. The side-effect of that is that the C++ code keeps track of the
current window size (it does this for framebuffer sizing, but also to
set the size of the window).

This is now an issue because SDL is properly firing events when you
change to borderless mode, so our window size gets updated to the size
of the entire monitor. When you switch to windowed mode from borderless,
it now seems like it didn't work (it did, its just still taking up the
entire screen).

This could be better cleaned up if more settings are extracted out of
GOAL and put into C++ so they can be managed and accessed where they
belong. But for now, this is a minimally invasive fix.

Fixes #3917
2025-05-31 18:47:02 -04:00
Alex a6c21a9814 Implement analog stick sensitivity setting, default it to 133% (#3919)
This is a simple multiplier to the gamepad axis input value received
from SDL events. Normally the values it provides cannot satisfy the
square range of the stick input. This is usually fine but it might play
differently with different controllers and compared to consoles,
especially considering the DualShock 1/2 have automatic calibration
which works in mysterious ways. The setting is there so any user can
adjust it for their controllers.

Saved to and loaded from the input-settings.json file.

133% matches PCSX2's default setting and is generally a good value to
map the square stick range within most modern(ish) controllers' circular
stick motion.

Progress menu option added to Jak 1 and 2. Setting can be changed from
50% all the way to 200%.

~~Renamed the analog deadzone options to stick deadzone since they don't
apply to the other analog buttons and only the (analog, yes) sticks.~~
2025-05-27 16:01:06 +01:00
Matt Dallmeyer 4e28bd1eaf [jak1] Speedrun mode misc fixes (#3902)
Fixed up a few things for speedrun mode in Jak 1:
- Changed autosplitter to start run in line with ruleset (first frame
after blackout where jak is touching ground). Also tweaked the
verification text in bottom left to show "Run Started: Yes/No" to go
with this
- Changed speedrun menu button combo to match Jak 2/3 (only need to hold
L1+R1 and press Start/Select, no longer need to hold X)
- Treat speedrun menu via Select the same as Start (no more potential
for funny pause buffer where actors freeze)

warp gate example:

![vlcsnap-2025-04-26-12h03m37s116](https://github.com/user-attachments/assets/3a06c3fe-0c60-4d8d-acaa-ec5f66145491)

![vlcsnap-2025-04-26-12h03m42s642](https://github.com/user-attachments/assets/e12439d4-1664-46a1-bfc0-56c737463603)

already grounded example (run starts once partially out of blackout):

![vlcsnap-2025-04-26-12h04m02s085](https://github.com/user-attachments/assets/71659b45-b599-4ca1-b097-cf736f845933)
2025-04-26 23:23:55 +02:00
Tyler Wilding 1f6438e517 deps: update to SDL3 (#3852)
This PR updates to SDL3, and with it, adds a handful of new features.
Everything seems to work but I'm going to look over the code once last
time before merging, some of the API changes are hard to spot.

Fixes #2773

### Pressure sensitivity support for DS3 Controllers

SDL3 adds pressure sensitivity support for DS3 controllers on windows. I
have not tested on linux. The option is disabled by default.

On windows you will need https://docs.nefarius.at/projects/DsHidMini/
and to be using SXS mode.

### DualSense and Xbox One Trigger Effects

If enabled, Jak 2 will have certain trigger effects.  They are:
   - xbox1:
     - small vibrate when collecting dark eco
     - big vibrate when changing to dark jak
     - vibrate when shooting gun, proportional to gun type
   - ps5:
     - resistance when changing to dark jak
     - different gun shooting effects
       - red (resistance)
       - yellow (weapon trigger)
       - blue (vibrates)
       - purple (less resistance)
> **Gun Shooting effects are only enabled if the new "Swap R1 and R2"
option is enabled**

There are more effects that could be used in `dualsense_effects.cpp`,
but I only exposed the ones I needed to OpenGOAL. If a modder wants to
use some of the others and wires them up end-to-end, please consider
contributing that upstream.

### New ImGUI Menu

Added new imgui options for selecting the active controller, for those
people that struggle to select the initial controller.


![image](https://github.com/user-attachments/assets/48ff2985-d9ef-417a-b1f2-a25c74595935)

### Testing

The highlights of what I tested successfully:
   - display
     - [x] all mode switch permutations
     - [x] launch with all modes saved
- [x] switch monitors / unplug monitor that was active, how does it
handle it
     - [x] load with alternate monitor saved and all modes
     - [x] allowing hidpi doesnt break macos
   - controls
     - [x] keyboard and mouse still work
     - [x] pressure sensitivity on linux
2025-03-02 16:36:22 -05:00
Tyler Wilding 9759841e3b New Crowdin updates - February 2024 (#3857) 2025-02-28 19:31:50 -05:00
Tyler Wilding 5b8bb8fe23 game: dont filter resolutions in windowed mode (#3688)
I'll test this more thoroughly tomorrow, quick change to allow picking
resolutions that would normally be filtered out, while in windowed mode.
2024-09-30 20:18:01 -04:00
Matt Dallmeyer 4fd0a57046 Create abutton-idx enum, replace magic numbers across codebase (#3646)
Found out the hard way that the `abutton` array for pressure sensitivity
uses a different order than the `pad-buttons` enum, so I created a new
enum for abutton indexing.

I replaced any magic numbers across the codebase where it made sense,
e.g.
`(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
abutton 6)`
becomes
`(-> *cpad-list* cpads (-> self control unknown-cpad-info00 number)
abutton (abutton-idx x))`
2024-09-01 09:29:23 -04:00
Tyler Wilding 8b7e0bde53 game: ensure the default game-size is also valid when initializing the pc-settings.gc file (#3624)
Also saves out the default `pc-settings.gc` file so it's less confusing
_and_ so we can request it from users to actually see what it's doing.

The fix in the last release was only to fix bad `game-size` values when
_loading_ the file. But if you don't have a file, it picks a default.

Right now it picks that default by:
1. Your largest reported resolution
2. If that fails, the one that is currently set

In reality this scenario can never really happen (if you have a set
resolution, it will be one of the reported ones). However what can
happen is for SDL to be misinformed by bad display/monitor drivers/the
OS and be given "supported" resolutions that aren't actually supported.
For example some users have a 4K resolution as their highest, despite
them using a 1080p monitor.

The solution is to not blindly assume the largest resolution is valid,
instead use the one the user already has set.

I'm also now filtering out resolutions by refresh rate, as perhaps this
also caused a problem. ie. the monitor supports a resolution if the
refresh rate is lowered, but it's currently set high (at 144hz for
example).
2024-08-03 14:57:07 -04:00
Tyler Wilding af6de539b5 jak1/jak2: Persist sound settings, play-hints, subtitles and vibration settings in pc-settings instead of the memory card file (#3612)
In the original game, they had no choice but to use the memory card file
as their method of persisting settings. We are not limited by such
things.

It's inconvenient to have to load your save-file when launching the game
to initialize these settings to your liking, it's also confusing
behaviour to even some players that have played the game heavily for
over a decade. We can do better by globally saving these settings to the
`pc-settings` file instead.

Originally I only migrated the volume settings, then i figured it would
be nice to also have play-hints and subtitles settings persisted. More
could debatably be moved (language is a big one...) but these were the
low hanging fruit.

I also reduced the default volumes as that is something else that has
come up a few times.
2024-07-31 00:01:18 -04:00
Tyler Wilding c72a086e49 jak2: support mirror mode (#3616)
Fixes #3210


![image](https://github.com/user-attachments/assets/86bb6a67-bc6a-4169-aa82-d6a46ecd43d7)

TIL that on the PS4/PS5, mirror mode breaks the upscaling
2024-07-30 23:30:53 -04:00
Tyler Wilding d29ab77892 g/j1: fix menu labelling issue in jak1 (#3613)
Fixes #3393
2024-07-29 21:57:26 -04:00
Tyler Wilding d819d6da05 game: cleanup some display settings related code, forbid invalid game-size resolutions (#3601)
Fixes https://github.com/open-goal/jak-project/issues/3563

These users have the following spamming in logs:
> OpenGL error 0x502 S8246 T824C: GL_INVALID_OPERATION error generated.
Source and destination dimensions must be identical with the current
filtering modes.

And the solution is to correctly set their game-size. The way this
change accomplishes that is by confirming whether or not the set
`game-size` is a valid resolution informed by SDL, if not, it defaults
to the monitor's currently set display mode's resolution.

This also moves the selected display id, and the display mode into the
C++ settings -- closer to where it's actually managed and used. I'm
tempted to do this eventually for the resolutions as well but that stuff
is much more burdensome. This hopefully simplifies debugging, reduces
startup flickering, and removes back-and-forth complexity. Hopefully
this makes debugging display related problems easier. It also adds a
bunch more logging to the related code.
2024-07-27 22:29:14 -04:00
Tyler Wilding 92c4390f0a jak1: Adjust sprite positioning or hide them where appropriate when using non-standard aspect ratios (#3596)
This attempts to do a best-effort quick fix for the sprite alignment in
the menus and first person views on higher aspect ratios. This:
- Hides the binocular borders completely when using a non-standard ratio
![Screenshot 2024-07-20
021430](https://github.com/user-attachments/assets/c56d3a6c-13b0-43e1-b99b-83292993728c)
- Hides the borders in jak's first person view when using a non-standard
ratio
![Screenshot 2024-07-20
021310](https://github.com/user-attachments/assets/fefca993-960b-4741-87b7-6d7c17efe89d)
- Uses a combination of manual alignment and approximation to get the
pause menu closer.
![Screenshot 2024-07-20
151725](https://github.com/user-attachments/assets/2c8aa759-b33a-4fbe-abc6-b5861fc33208)
> 32:9 screenshot.

I accomplished the last one by manually aligning all of the core sprites
and text for the most popular aspect ratios. This means that from a
practical standpoint, things should align "perfectly". However, I then
used all of those values to derive a polynomial for each adjustment
based on the aspect ratio. This allows the game to do a half-decent
approximation/interpolation for every aspect ratio in-between the common
ones. It won't be perfect, but it will be better than this:

![image](https://github.com/user-attachments/assets/420b1e38-6f88-436a-8e8c-21df6b49428e)
2024-07-26 23:15:51 -04:00
zakfaulk a7c9151c6c Jak1: Add Autosplitting options for tasks completed in one level and turned in in another (#3595)
For the FJ Mirrors, Muse, Lightning Moles, and Gambler's race the tasks
are completed in one level, then turned in at the hub. This presents a
spot of confusion for new players with the autosplitter and requires
hacky workarounds for those who want to split on these conditions. This
pull request adds in the necessary code to the autosplit-h.gc and
autosplit.gc files so that the autosplitter can identify these events,
similar to the talk to fisherman and catch fish options in the current
autosplitter.
2024-07-26 23:12:30 -04:00
Matt Dallmeyer 86979e3d06 [jak1] Enforce certain pc-settings in speedrunner mode (#3553)
Currently PS2 Actor Vis and FPS are only enforced when starting a run -
this enforces them on every frame similar to cheats.
In the progress menu, FPS is already disabled in speedrunner mode - this
adds the same restriction for PS2 Actor Vis.

Jak 2 already does this properly, no change needed there
2024-06-15 14:54:53 -04:00
Tyler Wilding c162c66118 g/j1: Cleanup all main issues in the formatter and format all of goal_src/jak1 (#3535)
This PR does two main things:
1. Work through the main low-hanging fruit issues in the formatter
keeping it from feeling mature and usable
2. Iterate and prove that point by formatting all of the Jak 1 code
base. **This has removed around 100K lines in total.**
- The decompiler will now format it's results for jak 1 to keep things
from drifting back to where they were. This is controlled by a new
config flag `format_code`.

How am I confident this hasn't broken anything?:
- I compiled the entire project and stored it's `out/jak1/obj` files
separately
- I then recompiled the project after formatting and wrote a script that
md5's each file and compares it (`compare-compilation-outputs.py`
- The results (eventually) were the same:

![Screenshot 2024-05-25
132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
> This proves that the only difference before and after is non-critical
whitespace for all code/macros that is actually in use.

I'm still aware of improvements that could be made to the formatter, as
well as general optimization of it's performance. But in general these
are for rare or non-critical situations in my opinion and I'll work
through them before doing Jak 2. The vast majority looks great and is
working properly at this point. Those known issues are the following if
you are curious:

![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
2024-06-05 22:17:31 -04:00
ManDude ebbbedabc5 jak3: fix hud sprite crash + add entity debugger (#3516) 2024-05-13 04:09:25 +01:00
Tyler Wilding d1ece445d4 Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00
ManDude 667553850d jak2/3: re-implement screenshot system through goal (#3482) 2024-04-25 01:46:18 +01:00
ManDude e601a3dcb3 [jak3] implement pckernel (#3472)
Most debug features do not work, but that's fine.
2024-04-15 19:26:48 +01:00
ZedB0T c5357f7ccd Add fall back condition (#3452) 2024-04-06 12:39:02 -04:00
Tyler Wilding afea4f7694 g/j1: remove the redundant graphics menu (#3421)
This was hiding options for people that only had 60hz monitors since the
two menus drifted -- it is not necessary for an entire separate menu,
just disable the option if applicable.

Don't merge this without testing it throughly
2024-03-30 20:00:53 -04:00
ZedB0T 6822e5cc71 Fix (-> *autosplit-info-jak1* training-num-orbs) when blacked out (#3297)
When loading a save, these values are temporarily 0, and it messes with
the autosplitter so we want to ignore them then.
2024-02-28 19:14:50 -05:00
Tyler Wilding 5eeaffcde0 scripts: new linter script to detect goal_src files with trailing whitespace (#3387)
Removes trailing whitespace from goal_src files, eventually the
formatter will do this as well but it's not ready yet so this is a
decent interim solution.

A competent text editor will also do this / flag it for you.
2024-02-24 14:27:56 -05:00
Tyler Wilding d1a6c60eb8 game: disable keyboard input by default, give users a way to enable it via the imgui menu (#3295)
It was narrowed down recently that a lot of people have issues with the
controller input because of Steam Input working as intended. Steam Input
can be configured to replicate controller inputs as keyboard inputs (for
example, pressing X on your controller presses Enter on the keyboard).

This results in the problem of "jumping pauses the game" and similar
issues. This is a consequence of the intended behaviour of the game
listening to all input sources at the same time.

Since the vast majority of players are using controllers over keyboards,
it makes sense to disable the keyboard input by default to solve this
problem. However that makes things awkward for users that want to use
the keyboard (how do they enable the setting). The solution is a new
imgui option in the settings menu:
![Screenshot 2024-01-07
141224](https://github.com/open-goal/jak-project/assets/13153231/6f9ffa2d-be7a-433d-b698-15b70210e97e)

**Known issue that I don't care about** -- in Jak 1's menu code, since
the flags are controlled by pointers to values instead of a lambda like
in jak 2, the menu won't update live with the imgui option. This has no
functional impact and I don't care enough to fix it.

I also made the pc-settings.gc file persist on first load if the file
wasn't found. Hopefully this helps diagnose the support issues related
to the black screen.

# Why not just ignore the keyboard inputs for a period of time?

This won't work, the keyboard is polled every frame. Therefore if you
hold down the X button on your controller, steam is continuously
signaling that `Enter` is held down on the keyboard.

Yes it would be possible to completely disable the keyboard while the
controller is being used, but this defeats the purpose of creating an
input system that allows multiple input sources at the same time.

With an explicit option, not only can the user decide the behaviour they
want (do they want the keyboard ignored or simultaneously listened to)
but we avoid breaking strange edge-cases in usage leading to never
ending complexity:
- ie. imagine steam input sends events to the mouse, well you can't
disable the mouse while using the keyboard because most times people are
using mouse and keyboard
- ie. a user that wants to hold a direction with the keyboard and press
buttons on the controller in tandem (something i frequently do while
TAS'ing, to move in a perfect straight line)
2024-02-23 18:19:07 -05:00
ManDude ba7b0397b1 [pckernel] fix settings not being applied if file isn't found (#3313) 2024-01-17 15:43:53 +00:00
ManDude 46db6a36da [pckernel] use pc-get-resolution to fetch initial fullscreen resolution (#3307)
This is the more correct way of doing what that code is trying to do.
Fixes #3296

Also fixed some type inconsistencies with related code, probably wasn't
causing issues though.

May also fix the "black screen on startup" issues people keep having,
but that would simply be a nice bonus and isn't the aim of this PR.
2024-01-15 18:53:49 +00:00
ManDude 7a8aa71204 [jak2] implement statistics tracker (#3288)
Currently only tracks enemy kills, and how they were killed. There is
currently no menu for this, but I've already added most of the text for
it. Also did a bunch of misc decompilation fixes and renamed some
methods.

Fixes #3277 
Fixes #3278
2024-01-11 22:49:41 +00:00
ManDude 349919f788 [jak2] implement pc cheats in menu (#3275)
Adds the opengoal cheats to the secrets menu. Only cheats that are fully
functional and unlockable are there right now, which is eight cheats.

This update will reset most Jak 2 settings.

Also fixes #3274 .
2023-12-28 11:14:10 +00:00
ManDude 897e9c588b fix weird potential initialization bug with the music log (#3258) 2023-12-12 23:34:14 +00:00
ManDude 1808596679 save & load game territory setting (#3243) 2023-12-03 18:19:38 +00:00
ManDude 974f5931de [jak2] add resolutions menu (#3238) 2023-12-03 08:11:18 +00:00
ManDude 7f1bf1f892 [jak2] extended shadows hack + add/fix progress options (#3213) 2023-11-19 10:57:56 +00:00
Tyler Wilding 8258c409d5 New Crowdin updates (#3211) 2023-11-18 14:52:49 -05:00
ManDude cd68cb671e deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00
Matt Dallmeyer 7c74b0c999 Fix starting continue point for Hub 2/3 category extensions (#3103) 2023-10-29 02:17:32 +01:00
Aloqas ce1c2eb7c2 [jak1] Finnish base game strings (#3058)
Finnish translations for the remaining UI texts

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2023-10-12 18:05:40 -04:00
ManDude e130244271 [jak2] scalable debug font + fix debug menu widescreen bugs (#3044)
also hides empty (no commands) regions from the viewers by default now.
2023-09-30 21:19:47 +01:00
ManDude 1f4044b9ff Jak 2 controller LED implementation (#3035)
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.
2023-09-28 02:47:09 +01:00
ManDude 170cbd7e6c misc low hanging fruit fixes (#3034)
Fixes #2235 
Fixes #2236 
Fixes #2963 
Fixes #3027
2023-09-27 00:59:07 +01:00
ManDude 1ff55d5015 fix (font-flags left) name + fix right flag not reflecting in debug text box (#3020)
Fixes #3016 
Fixes #3017
2023-09-24 03:00:09 +01:00
ManDude 61c4fc4b91 [jak2] fully implement collide mesh renderer (#3010)
Fixes #2983
2023-09-22 15:50:16 +01:00
Tyler Wilding d701a54c43 g/j2: Implement speedrunner mode in jak 2 (#2976) 2023-09-16 23:23:29 -04:00
rafalekkB ed6782d11b Polish translation for Jak 1 (#2961) 2023-09-11 22:05:42 -04:00
Tyler Wilding 0a45f50522 g/j1: resolve memory leak around display/input dynamic strings from C++ (#2979) 2023-09-11 23:09:42 +01:00
Luminar Light 2d8b65accf entity-debug: Show path and volume data. (#2942) 2023-09-08 20:44:58 -04:00
ManDude 6e8b0e57c7 [extractor] fix territory being set to wrong value (#2946)
Also fixes a minor issue where the JP sound bank wouldn't work (Jak 1).

Fixes #2793
2023-08-30 18:36:10 +01:00
ManDude f5b771174e [jak2] small minor fixes (#2909)
- 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.
2023-08-16 18:31:27 -04:00