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
* [graphics] a few optimizations
* fullscreen crap
* working, other than aspect ratio thing
* same behavior as before
* fix blackout bug, add more error messages
* fix error when 0 size buffer
* rm warning
* one last 0 size issue
* Fix instanced sprite distort renderer not always using the most recent sine table
Sometimes the game won't update the sine table on the same frame the aspect ratio changes (for example if the player is in a cutscene), but the renderer assumed that it was always up-to-date on the next frame. This caused it to occasionally use outdated vertex/tex coord data that usually made the distort sprites a little too small/big.
* Same fix, but better
* split rendering framebuffer
* fix blackout
* unhardcode c++ stuff
* optimization
* implement goal side of all this
* fix msaa
* sprite distort fixes
* fix resolution menu options
* save & load msaa
* linear filtering on the game screen
* fix bad texture units
* fun!
* unused
* make screenshot button capture the framebuffer and not the window buffer
* panik
* screenshot settings
* fix black screen on first frame of new framebuffer
* default fullscreen resolution to the screen size
* hide funny resolutions in windowed since it makes no sense
* [WIP] initial sprite distort implementation
* Clean up
* More clean up + document sprite distort VU program
* Format code
* Address CI issues
* Adjust hacks in distort fragment shader
* oops
* Optimize sprite distort rendering down to one draw call
~2x speed up
* Format file
* Clean up distort rendering and add separate profile scopes
* Fix glVertexAttribPointer
* Fix sprite distort getting messed up when the viewable area doesn't fit the window perfectly
* Add debug option to disable sprite distort
* One evil space to fail CI...
* oops
* Increase sprite-aux-list size when PC_BIG_MEMORY is true
* Address lints
* 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
* temp
* name the obvious ones
* un-pipelined the fast case in generic vu1
* generic2 dma
* pass2
* first pass at opengl
* many fixes
* fix hud, strip
* windows fix
* final tweaks
* memcard folder
* add missing include
* 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
* also add a new sprite renderer
* claaaang
* goal build fix
* fix tests, add stack singleton option
* make all event-message-blocks the same
* diskboot