Fixes empty boxed arrays of strings breaking some decomp
(`ctywide-speech` and `race-info`).
Adds `decomp-as` tag to decompiler types so that the static data
decompiler can use macros like `meters` and `seconds` on fields that
aren't of type `meters` or `time-frame`.
Adds `override` tag to decompiler types which overrides the type of
field with that name. The type must be a child type of the original
field's type (or the same type, but why would you do this?).
Fixes the camera being offset for `drillmtn` after loading `palout`
once.
This is a huge refactor sadly.
Fixes orb softlocks during races and other side missions.
The side mission tasks will now not count as completed until the
precursor orb has been picked up.
Races will not let you advance (or even pause the game) until the
precursor orb has been picked up.
This is a major deviation from the original game, which did not have any
way to access the nest after beating Metal Kor as the air train gets
hidden when he is beaten. This was mostly annoying because there are
precursor orbs in that level that you might miss.
This makes it so the air train can once again be used to enter the nest
even after beating Metal Kor. The rest of the level remains mostly the
same, except the Rift Ring does not spawn and an invisible wall is added
to the Metal Kor arena to prevent you from entering it as you are
normally unable to leave it anyway.
Trying to make up for some of the startup speed lost in the SDL
transition. This saves about 1s from start (from ~3s), and about 500 MB
of RAM.
- Faster TIE unpack by merging matrix groups, more efficient vertex
transforms, and skipping normal transforms on groups with no normals.
- Refactor generic merc and merc to use a single renderer with multiple
interfaces, rather than many renderers. Removed "LightningRenderer" as a
special thing, but Warp is still special
- Add more profiling stuff to startup and the loader.
- Remove `SDL_INIT_HAPTIC` - this turned out to be needed for
force-feedback steering wheels, and not needed for controller vibration
- Switched `vag-player` to use quicksort instead of the default GOAL
sort (very slow)
```lisp
(defenum collide-action
:type uint32
:bitfield #t
(solid 0) ;; used for solid things
(rider-plat-sticky 1) ;; used for platforms in rider/platform interactions
(rider-target 2) ;; used for target in rider/platform interactions
(edgegrab-active 3) ;; set/cleared when entering/exiting edgegrab states
(rider-plat 4) ;; used for platforms in rider/platform interactions
(unused 5) ;; totally unused?
(edgegrab-possible 6) ;; used when edge grab checks should be done
(edgegrab-cam 7) ;; set/cleared when entering/exiting edgegrab states
(swingpole-active 8) ;; set/cleared when entering/exiting swingpole states
(racer 9) ;; set/cleared when entering/exiting racer states
(attackable 10) ;; used for something to do with attacking/damaging
(attackable-unused 11) ;; seems to relate to attacking - set in several places but never tested for?
(snowball 12) ;; set/cleared when entering/exiting snowball states
(tube 13) ;; set/cleared when entering/exiting tube states
(flut 14) ;; set/cleared when entering/exiting flutflut states
(racer-grounded 15) ;; set/cleared when entering/exiting certain racer states w/ extra conditions
(racer-unused 16) ;; seems to relate to racer - never set, only cleared in one place?
)
```
This moves the blerc math from mips2c to the Merc2 renderer, and uses
floats instead.
We could potentially do this on the GPU, which would be even faster, but
this isn't that slow in the first place.
Adds support for adding custom subtitles to Jak 2 audio. Comes with a
new editor for the new system and format. Compared to the Jak 1 system,
this is much simpler to make an editor for.
Comes with a few subtitles already made as an example.
Cutscenes are not officially supported but you can technically subtitle
those with editor, so please don't right now.
This new system supports multiple subtitles playing at once (even from a
single source!) and will smartly push the subtitles up if there's a
message already playing:


Unlike in Jak 1, it will not hide the bottom HUD when subtitles are
active:

Sadly this leaves us with not much space for the subtitle region (and
the subtitles are shrunk when the minimap is enabled) but when you have
guards and citizens talking all the time, hiding the HUD every time
anyone spoke would get really frustrating.
The subtitle speaker is also color-coded now, because I thought that
would be fun to do.
TODO:
- [x] proper cutscene support.
- [x] merge mode for cutscenes so we don't have to rewrite the script?
---------
Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
Gives proper names to almost every color. It is very apparent that some
colors are context-sensitive/made for a specific purpose, so those
colors were named after that purpose instead of a generic color name.
Also fixed an original game bug in `loader.gc` on a method that's called
quite often, though I have no clue what erroneous behavior it could have
even caused.
- elec gates now always render at max quality if you have PS2 lods
disabled. the original render distances are so low that the one in
caspad is impossible to see in normal gameplay.
- `fort-entry-gate-11` and `com-airlock-outer-13` are specifically
banned from the all actors hack because they are placed in a bad spot
and Naughty Dog did not program the airlocks very well.
- fixed NPC talk distance being bad for 1 frame.
- fix `sew-scare-grunt` erroneously keeping its spool anim active if you
killed the enemy.