Commit Graph

3017 Commits

Author SHA1 Message Date
Tyler Wilding 6bf356641d New translations game_custom_text_en-us.json (Dutch)
[ci skip]
2026-06-27 16:24:21 -04:00
Tyler Wilding c216c24a9f New translations game_custom_text_en-us.json (Japanese)
[ci skip]
2026-06-27 16:24:19 -04:00
Tyler Wilding cdd9e65aa1 New translations game_custom_text_en-us.json (Italian)
[ci skip]
2026-06-27 16:24:17 -04:00
Tyler Wilding 1ce0a10998 New translations game_custom_text_en-us.json (Finnish)
[ci skip]
2026-06-27 16:24:15 -04:00
Tyler Wilding 1b209b9ad8 New translations game_custom_text_en-us.json (German)
[ci skip]
2026-06-27 16:24:14 -04:00
Tyler Wilding 15739b27f5 New translations game_custom_text_en-us.json (Catalan)
[ci skip]
2026-06-27 16:24:11 -04:00
Tyler Wilding 12395bf520 New translations game_custom_text_en-us.json (Spanish)
[ci skip]
2026-06-27 16:24:09 -04:00
Tyler Wilding 1cde52ef69 New translations game_custom_text_en-us.json (French)
[ci skip]
2026-06-27 16:24:08 -04:00
Tyler Wilding e1ecbb5e9f i18n: adjust exclusions again (#4325)
- can't display korean text in jak 1
- shouldn't be excluded from text in jak 2
2026-06-27 16:19:33 -04:00
Tyler Wilding aa43a9fcd9 New Crowdin updates (#4324) 2026-06-25 14:43:32 -04:00
Tyler Wilding d07fbe6b74 i18n: third times the charm (#4323)
Missed reverting one `es`...
2026-06-23 21:18:37 -04:00
Tyler Wilding d3df40e554 i18n: update crowdin config (#4322)
take two....some languages do use the full locale (judging by the URLs)
2026-06-23 21:14:46 -04:00
Tyler Wilding 07fe735e68 i18n: update crowdin config (#4321)
Hopefully will resolve this issue
<img width="763" height="87" alt="image"
src="https://github.com/user-attachments/assets/e5c2a8f7-eb6c-48e0-b81e-1a815ba38d32"
/>
2026-06-23 21:06:10 -04:00
Tyler Wilding 8daf33492e goalc: Implement the bulk of ARM64 instructions from x86 (#4318)
Less than 100 instructions left to implement, with the vast vast
majority being load-and-stores. These will likely be knocked out quickly
but they require a more involved implementation than just simply
translating the instructions (several need multiple instructions, others
may need reserved registers (x16 or x17 are common for this purpose))

This is a good milestone to get something pushed to master.
2026-06-22 22:25:49 -04:00
ZedB0T f9a7fba6e2 Support identical imgui controller labels (#4290)
ImGUI does have ways to make sure the Internal IDs are unique and
separate from the display label, however I still thought that appending
a count to the end of the name was more clear/understandable.

If you add `ImGui::PushID(i);` Into the loop it appends i to the end of
the internal ID without modifying the display label. The other
alternative would be to use a syntax like
`ImGui::Button((controller_name + "##option1").c_str());` etc....

https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-can-i-have-multiple-widgets-with-the-same-label


In both cases I think just adding a number that increments communicates
that its a different controller cleaner to the user.

Closes #4289
2026-06-22 19:59:21 -04:00
OpenGOAL Bot 85449e6c19 CI: Periodic Controller Database Update (#4320)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2026-06-22 19:58:58 -04:00
Hat Kid 0f9beb4610 decompiler: detect light-trail-tracker-spawn macro (#4317) 2026-06-17 18:57:59 +02:00
Hat Kid 0b799821ed decompiler: export blerc data to glb (#4316)
This adds the blerc data from merc models to the GLB export as shape
keys, also including the data from animations. Blender is unfortunately
a bit weird about this and only really lets you change what animated
weights are used via the NLA track editor by selecting both the
corresponding armature animation and then the one for the shape keys.
Additionally, due to the way the Blender GLB import works when you have
animated weights on a model + animations as actions for an armature, any
models that have blerc data get an extra useless empty, but this seems
to be harmless.

This PR also fixes materials that use texture animations so they now
have their base texture in the export, rather than using the default
material. Materials now also get named after their base texture for
easier recognition.
2026-06-17 02:41:39 +02:00
OpenGOAL Bot 86bbff237f CI: Periodic Controller Database Update (#4313)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2026-06-15 20:10:23 -04:00
Tyler Wilding a3e004f475 d/jx: Another round of files (#4311)
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2026-06-15 09:56:10 -04:00
Matt Dallmeyer 58d957a305 [jak3] track-skill: Better check for orbs collected from crate (#4312)
The one crate with gold triple orb in temple doesn't update `(-> e extra
perm user-int8 1)` the way I was expecting based on how the one crate
that drops two orbs behaved. This check fixes that and is a bit simpler
2026-06-15 06:23:12 +01:00
Hat Kid 41fd0b6cec custom levels: support camera entities and custom keyframe values (#4310) 2026-06-13 00:29:24 +02:00
Matt Dallmeyer feaa7fb873 [jak1] Show max of flying-lurker distances on HUD (#4309)
previously only showed the distance from `flying-lurker-1`, but any of
the 3 getting 500m can cause you to fail, so we should show the max
2026-06-11 07:26:41 +01:00
Matt Dallmeyer 396fd63c93 [jak3] Include orbs in crates for track skill debug option (#4275)
<img width="2756" height="2066" alt="image"
src="https://github.com/user-attachments/assets/88034b10-c502-4df0-b5b8-6d6357eed433"
/>
2026-06-10 19:48:38 -04:00
Tyler Wilding faa9b91c73 ci: move offline tests to a GHA self-hosted runner (#4308) 2026-06-09 21:25:33 -04:00
Tyler Wilding e41b6da568 ci: init offline runner allowlist (#4307)
Necessary scaffolding for offline test runner change, moving it off of
jenkins.
2026-06-08 20:13:30 -04:00
YohanDFN 70ef778a90 [jak3] proofreading & correcting FR subtitle lines (#4272)
This PR provides minor typo fixes and harmonizes the French subtitles
with the game's original terminology used in cutscenes and menus.

---------

Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2026-06-08 17:03:26 -04:00
tripp 560e191ca4 decompiler: reduce memory usage during texture pack installation by lazily loading texture replacements and serializing level building (#4278)
Three changes:
1. Add lazy merging/replacing for texture `rgba_bytes`.
2. Use a single thread when decompiling with texture replacements.
3. Drop textures after serializing and before compression.

These changes should enable users to install **massive** texture packs
without issue.
2026-06-08 17:02:19 -04:00
OpenGOAL Bot c81a315fa3 CI: Periodic Controller Database Update (#4306)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2026-06-08 17:00:54 -04:00
Hat Kid 4076b1477e jak3: fix zoom blur flashbang in retail (#4305)
When `do_zoom_blur` sets up its draw, it doesn't update the blend
settings, so it ends up inheriting the previous values.

In retail mode, the previous draw is from a texture animation, which
sets up the blend in a specific way that causes it to draw a white
texture over the screen. In debug mode, right before the zoom blur is
drawn, the debug text is drawn, which modifies the blend settings to
something that makes the blur look as it should.

Closes #4206
2026-06-07 21:28:59 +02:00
Hat Kid a5ef456e8b loader: allow manual reload of fr3 data (#4304)
This adds some buttons to the loader debug menu and GOAL functions to
allow you to manually force a reload of a level's FR3 data (including
the common level), allowing for live texture replacements, model swaps
and custom level modifications without requiring a game restart or
waiting for the loader to fully discard a level.
2026-06-07 16:45:33 +02:00
Hat Kid 25e105aa5d jak2/3: implement ocean envmap (#4303)
Implements the envmap for the ocean generated by
`ocean-method-89`/`ocean-method-88`.

While the resulting envmap looks accurate compared to PCSX2 in
Renderdoc, the end result does not seem 100% identical, but it is a big
improvement over the default placeholder texture.

Closes #3417
2026-06-07 07:27:43 +02:00
Matt Dallmeyer b948e954d0 [jak2/3] Fix dark/light eco HUD not flashing after save file is X hours old (#4285)
Once `(-> *display* game-clock frame-counter)` gets too large, in the
HUD flashing math the `sin` function breaks down at high values. It's
effectively reading the number of ticks (times a multiplier) as degrees,
so we can modulo that by 360 to avoid breaking `sin`

This applies to both the eco meter and the dark jak icon in jak 2 - the
icon stops flashing twice as early because it's multiplied by x4 vs the
eco meter x2.

example:

you can see dark jak icon stops flashing around 2:36:02
https://youtu.be/3V2GneLSY14?t=9362

and dark eco meter stops flashing between 4:30 and 4:37
https://youtu.be/3V2GneLSY14?t=16235
https://youtu.be/3V2GneLSY14?t=16619
2026-06-06 17:32:12 +01:00
Hat Kid b9d3f50ae8 deps: update to SDL 3.4.10 (#4301)
For Steam Controller (2026) support
2026-06-04 19:19:15 +02:00
Hat Kid 1254d93fbe custom levels: support custom regions in jak2/3 (#4300)
This adds support for generating pairs with `DataObjectGenerator` and
defining your own regions and `actor-group`s in custom levels.
2026-06-03 18:39:21 +02:00
Ziemas e00bc479f4 libco: Update to latest version from ares (#4282)
This also removes the LIBCO_MPROTECT setting, I don't know why I enabled
that but it prevented putting the context swap code in the text section.
2026-06-03 02:51:07 -04:00
Aloqas fa2f652d2f jak3: Dev commentary subtitles (#4281)
Subtitles for ND dev commentary tracks
2026-06-03 00:24:44 -04:00
OpenGOAL Bot bbb9abdbf8 CI: Periodic Controller Database Update (#4273)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2026-06-03 00:13:46 -04:00
Alex 89da645162 jak3: make actor LOD setting affect lightning quality in elec gates (#4292)
Carrying this over from Jak 2, where it significantly improved the elec
gates' look at a distance.
2026-05-31 16:55:46 +02:00
Hat Kid 3422e0525f decompiler: extract_anim model name remap (#4297)
In some rare cases, the master art group and model names do not match
for some animations (`collectables-ag` is a prime example for Jak 2/3,
which contains multiple different models).
2026-05-31 16:55:10 +02:00
Hat Kid e48289406e build-actor: set shader-cnt to 0 for dummy merc-fragment (#4296)
Inside the build actor tool's dummy `merc-fragment`'s `merc-fp-data`,
the `shader-cnt` is set to `1`, which means that `login-adgifs` runs for
the fragment and attempts to login the texture. We don't need to do this
for custom actors and it can cause crashes during level unloading when
textures get unlinked, so we can just set the `shader-cnt` to `0` to
prevent this.
2026-05-31 16:19:10 +02:00
Hat Kid 122de4ecf5 jak1: clean up control-info names and other misc cleanup (#4295)
After spending the last month staring at and comparing Jak 3 and Jak 1
versions of a bunch of `target` code for my jetboard mod, I figured this
would be a good opportunity to revive this ancient PR #1714 along with
some other small misc fixes/improvements.

Instead of directly replacing the old fields, I decided to opt for using
overlay fields to maintain backwards compatibility with existing manual
patches, files without ref tests and mods that might use these fields.
2026-05-31 15:08:41 +02:00
tripp fd17e337d6 jak2: add missing inline declaration in vector*! (#4287)
as per the description of #3846 
"Detect use of vector*!, which is **inlined in jak 2** and jak 3."

This function was missing the inline declaration resulting in the
compiled output differing.
2026-05-30 17:21:25 -04:00
Hat Kid 4e77d6ea61 jak1: fix mole crash on foot (#4294)
Another classic case of missing event args, though this one is fatal on
PS2 as well.
2026-05-30 11:14:29 +02:00
tripp c010073ddc game: fix missing event.type comparison in joystick axis motion handler (pressure sensitive axii) (#4286)
`SDL_EVENT_JOYSTICK_AXIS_MOTION` is an enum with `Value = 1536`, which
means the code current acts like: `else if (true &&
m_has_pressure_sensitive_buttons)`
2026-05-27 21:28:02 -04:00
Tyler Wilding 704972dd6a decomp: resolve first batch of trivial files (#4266) 2026-05-08 18:54:05 -04:00
Hat Kid 580b190371 jak3: fix dark eco vent powerup anim (#4269)
Yet another case of the PS2 getting insanely lucky with buggy ND code,
the eco vents send an event to Jak to make him go into the powerup
state, but do not pass any event arguments which determine what
animation to play and at what speed/start frame. For the dark eco vents,
PS2 manages to somehow get the correct value of `7`, but we are not so
lucky.

As a side effect of this fix, we also get the originally intended
behavior for the light eco vents of playing the full powerup animation
from the start at a slower speed, rather than the much shorter one you
see on PS2.

Closes #4268
2026-05-06 04:29:15 +02:00
Luís Mota 18988ff9fe Update Jak 1 Portuguese (pt-pt) translations (#4263)
Hello guys, I'm new here.
To give my contribution I've fully translated the intro sequence for Jak
1, some lines were missing.
2026-05-05 00:23:22 -04:00
OpenGOAL Bot 87190890cf CI: Periodic Controller Database Update (#4262)
Updating Controller Database

Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com>
2026-05-04 17:36:21 -04:00
Hat Kid c4bc4d3ff4 jak3: fix region regression (#4264) v0.3.3 2026-05-04 21:47:47 +02:00