* 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
* 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
* 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
* also add a new sprite renderer
* claaaang
* goal build fix
* fix tests, add stack singleton option
* make all event-message-blocks the same
* diskboot
* 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
* begin work
* work
* working objs
* exporting
* it works
* before some time of day fixes
* add time of day interp and also fix zbuffer
* some small blending fixes
* improve randomess
* clean up extraction and missing blend mode
* culling, time of day, more level fixes
* more cleanup
* cleanup memory usage
* windows fix
* add support for non virtual states
* typecheck go
* start on virtual states
* more support for virtual states
* offline passes
* fix tests
* use behavior shortcut instead of lambda
* final cleanup of virtual go
* unused var warnings and fix inconsistent enum decompile order on win vs linux
* fix thread safety bug with goal symbol table and vif1 interrupt handler
* fix type mistake
* 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
* clean up
* before int to float stuff
* before trying to eliminate the separate read and write maps
* partial fix for register issues
* add missing include
* support setting and accessing fields of a 128-bit bitfield
* remove print
* rework static constants
* support 128-bit bitfields as part of static structures
* dynamic construction
* set up types
* cleaned up type analysis and got things working through atomic ops
* expression working, need types
* improved types and names
* getting close
* finish up dma-disasm
* fix
* Allow enum names to serve as types (using the enum's type)
* Formatting
* add doc to `get_enum_type_name`
* Ban enum forward-declaring, and remove unneeded checks
* fix warnings in repl lib and add macros to autocomplete
* fix crash on ctrl-c, build runtime as static lib and make goos prompt look fancier
* some tweaks for linux build
* swap to replxx from linenoise
* repl: Implement form auto-tab-completion
* repl: color coordinate the prompts
* repl: Add some basic syntax highlighting, bracket pairs and forms (all one color)
* repl: A more consistent starting screen for the repl
* repl: bug fix for auto-complete
* debug linux
* linting
* temp: commit what i have so far
decomp: Fix nonempty_intersection impl for MSVC Debugging use-case
docs: Add info on getting ASan builds running on Visual Studio w/o exceptions
* decomp: initial rlet implementation
* decomp: cleanup pass of vector-rewrite stage
* decomp: Commit in-progress vector.gc, shortcomings are TODO commented
* decomp: More cleanup, rename from being `vector` instr specific
Fundamentally, this process can be used for re-writing ANY inline-asm instruction
* decomp: Support 4th arg ACC instructions
* decomp: Final pass of vector.gc before implementing last instructions
* decomp: Better warnings when hitting unimplemented instructs
* compiler: Implement inverse-sqrt and mov.vf
* decomp: Final manual pass over vector.gc, documented gaps
* decomp: Finish decompiling what currently is possible in vector.gc
* decomp: Fix Variable -> RegisterAccess conflict
* decomp: codacy lint
* Address review feedback
* Address feedback part 2
* Resolve build failures