* merc dma generation
* wip very early version of merc
* small fixes
* fix
* fix more merc bugs
* derp fixed min
* oops we did need something weird on max
* merc for everything
* program optimization 1
* more optimization
* windows
* windows 2
* clean up
* fix test
* BLERC
* a crapton of fixes
* Update cavecrystal-light.gc
* damn you
* fix bunnies
* change codegen for int -> float cast (just add sign extension now)
* fix test
* this file is tagged anyway
* fix some stack types
* remove bad camera debug funcs
* add more heap bars and entity pick menu
* finish entity menu and make `music-flava` enum
* fix some `process-taskable` fields
* citadel sage crash fix
* fix citadel drop plats
* fix tests
* fix some casts
* update refs
* finish `village3-obs` and `snow-ball`
* Update README.md
* fix sidekick too
* fix issue?
* more entity inspect hardcoded checks
* more
* use `*display-actor-anim*` for something!
* CRAP
* also clear actor anim when deselecting entity
* *display-actor-anim* already renders this!
* do not display `path` tag info
* entity debug inspect tool
* one more
* make debug string even larger
* missing res tag types
* more polish and more known tags
* last few
* decomp: Add texture-upload to ref tests
* maybe 50% done?
* 5 functions to go!
* decomp: stuck in `navigate`
* work-around fp issue
* some cleanup and label casts
* working on supporting asm instructions -- this is currently WRONG
* support ASM operations
* fixes for asm op support
* decomp: finish the vast majority of `navigate`
* format
* update test though i think this suggests a regression!
* decomp: cleanup some more of navigate
* decomp: finish `rolling-lightning-mole`
* revert `r0` handling for `pcpyud` and `pextuw`
* update ref tests
* lint
* fix a failing test
* help
* navigate mostly works now, with some potential bugs
* remove my debugging logs
* update ref tests
* review feedback cleanup
* these are all likely fine
* can't get the crab to chase me anymore
* the crab is back
* fill collide cache with bounding box working
* yprobe fully working for background at least
* target
* final cleanup, add a bit more foreground mesh stuff that is untested
* warnings, merge issues
* tests
* revert debug changes, format'
* rendering perf
* cleanup: cleanup all-types and all state definitions
* these are fine
* these are fine
* these are fine
* everything is fine
* gsrc updated
* remove define-externs in gsrc
* decomp: finish `sidekick`
* decomp: got a lot of `target` done
* decompiler: Add support for non power of 2 offsets for inline arr access
* decomp: finish `target` mostly
* decomp: finish `water`
* decomp: finished `robotboss-weapon`
* decomp: finish `robotboss-misc`
* decomp: finish the majority of `robotboss`
* blocked: `racer` has an issue around entering a state
* blocked: `target-racer` done mostly, but NYI case in one function
* blocked: `racer-states` mostly finished, but bitfield issue
* blocked: `billy` on state decomping
* blocked: `bully` on state decomping
* waiting: `rolling-lightning-mole` waiting on navigate for 2 funcs
* blocked: `rolling-robber` finished but `s6-1` issue
* blocked: `ogreboss` uint64's for types cant label load em!
* blocked: `mother-spider` state decompilation
* half-done `target-flut`
* blocked: `target-flut` some sort of new bitfield state
* some improvements in `racer-states` with my new-found knowledge
* progress: started on `target-death`
* blocked: `target-death` handle casts
* decomp: finish `collide-reaction-racer`
* blocked: `target-handler` handler forced to return `none`
* decomp: 99% of `target2` finished
* decomp: finish `target2`
* gsrc: update
* update post merge
* address feedback
* scripts: add script to detect decomp issues
* fix wide-spread `collide-shape` method missing arg
* some small things i changed from master
* address feedback
* fix typeconsistency issue