An attempt to cleanup the last CLI interface we have left to cleanup.
- `gk` args now follow the typical convention ie. `--proj-path` instead
of `-proj-path`.
- args that are passed through to the rest of the application / the
game's runtime use the typical convention of following a `--`
- I'm thinking some args shouldn't be handled at this level ie
(`-nodisplay`, `-vm`, `-novm` or `-jak2`) These could be better
documented as legitimate flags and passed in via a nice struct. They
don't seem to be used in `InitParams` but I'll triple check.
There's a temporary shim here so there is no coupled release with the
launcher (right now it executes `gk` with a few args). So I just change
the old args into the new format. After one release cycle, I can change
it in the launcher and delete it here.
I am unsure if this will break the bash shellscript usages -- not sure
which args were usually passed into `$@`

- 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
* game: restore windowed mode settings properly
* game: use the game version for saving settings/saves
* game: prevent windowed mode from being auto-centered on initial init
* game: save and restore window coordinates
* lint: formatting
* fix utf-8 handling around env-vars
* fix file opening errors related to unicode
* add uncaught exception handler in `gk` to ensure something is logged
* gracefully fail if window icon cant be loaded and work with unicode
* linux fix and add changes to vendor file
* git: ignore vs build dir
* cmake: ditch `clang-cl` on windows in favor of actual `clang`
* build: suppress a significant number of warnings
* build: adjust workflows and vendor nasm
* docs: update docs to remove `clang-cl` mentions
* tests: move jak1 reference tests into their own folder
* tests: update offline tests to support multiple games
* tests: some additional fixes and multi-game handling
* tests: update reference tests
* 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
* git: ignore vs build dir
* cmake: ditch `clang-cl` on windows in favor of actual `clang`
* build: suppress a significant number of warnings
* build: adjust workflows and vendor nasm
* docs: update docs to remove `clang-cl` mentions
* build: fix some copy-paste mistakes in the linux build
* build: remove C++20 compat warnings as that is useful if we want to upgrade
* fix repl-history saving
* subtitles: fix `\"` edge-case
* subtitles: add almost every remaining (current) cutscene
* merge: master
* subtitles: fix some crashes and disable `Remove Line` as it is broken
* Remove assets folder, use more std::filesystem
* windows fix
* another one for windows
* another one
* better system for different folders
* rm debugging stuff
* let extractor override everything
* dont revert jak1 change
* release: include error metadata file for launcher purposes
* release: put release assets in the top level of the 7z/tarball (no out/ dir)
* extractor: ensure critical directories are created
* extractor: handle weird Win32 path prefix `\\?\` by stripping it out
* release: avoid using `-C` with `tar`
* 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>
* ci: fix windows releases (hopefully)
* scripts: fix Taskfile file references for linux
* asserts: add `ASSERT_MSG` macro and ensure `stdout` is flushed before `abort`ing
* asserts: refactor all `assert(false);` with a preceeding message instances
* lint: format
* temp...
* fix compiler errors
* assert: allow for string literals in `ASSERT_MSG`
* lint: formatting
* revert temp change for testing
* first attempt
* fix
* zip to tar
* windows
* try again, std::filesystem sucks
* std::filesystem is still garbage
* std::filesystem is terrible
* std::filesystem continues to waste my time
* again
* neadsflaldksal;df
* cmake: reduce warning spam especially from libs
* runtime: add FS helper functions
* game: save/restore pc-settings | add original aspect option
* game: overwrite unloadable settings with defaults
* temp: unable to set the games aspect-ratio in the boot else crash?
* runtime: save memcard files to user directory as well
* runtime: fix `pckernel` load order which resolves setting the orig aspect ratio
* lint: format
* cmake: revert warning suppression, it's just causing problems it seems
* fix the order of the rest of `pckernel` and creation of obj file paths
* lint: formatting
* game: don't save settings on startup even if they are corrupted
* 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
* first pass
* first pass at shrinking fr3s
* only need to load vertices once
* avx2 detect and switch
* fix build
* another ifx'
* one more
* fix the sky and stupid math bug in size check
* MSAA
* support different TIE lods
* tfrag lod picking
* always compress screenshots
* mute annoying nvidia opengl message
* use a string here instead
* oops
* more mistakes...
* ci: switch to codacy for coverage
* docs: update badges
* decomp: allow overriding config flags via CLI
* cleanup: top level file cleanup
* docs: big README overhaul
Attempt to close#1128 and #1086
* decomp: attempt to detect if `iso_data` is missing or wrongly extracted
* game: switch to `fpng` for screenshots, allow for compression
closes#1035
* game: switch vsync control to a checkbox
* lint: format cpp files
* lint: format json files
* docs/scripts: organize taskfile
* improve debugger disasm, `:sym-name` and fix Windows builds
* >:(
* use this inline constexpr thing??
* fine use strings then
* please.... please work...
* fix windows debugger oopsie
* display rip as goal addr as well
* [debugger] attempt to backtrace even if landed on some garbage memory
* Update CMakePresets.json
* work in progress streaming rpc, simple test is working
* actually add the test
* debug windows failure
* windows fix maybe
* windows 2
* use str-load-status
* update types
* Begin spdlog integration for decompiler
* Replace old prints with spdlog equivalents
* clang-format
* Fixes
* Log output to /logs/decompiler.log.
The console now prints that the disassembly has begun and it may take a few minutes to complete. This will reduce the amount of verbose logging output directly to a console stream.
* Update .gitignore
Ignore decompiler output for now
* Resolve more issues
Fixed percentage printing and various other issues
* Fixed stuff I broke (sorry)
* Fix more broke stuff
* see if math works on windows
* add dgo
* windows debug
* windows debug 2
* one more debug try
* add extra debug print and change logic for slashes
* update
* again
* try again
* remove build game
* remove build game
* add back build-game
* remove runtime from test
* test
* reduce number of files
* go to c++ 14
* big stacks
* increase stack size again
* clean up cmake files
* move things to the common library and remove next_dir
* fix for windows
* one last windows fix
* last fix for real this time
* debug listener test
* fix listener threading bug