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* [jak1] Fix wind (#3837) I accidentally broke this with the camera matrix improvements, but it's fixed now.  --------- Co-authored-by: water111 <awaterford1111445@gmail.com> * [jak3] Improve overlord file size handling (#3828) Try to avoid crashes/corruption if a file changes size after you've started the game. Co-authored-by: water111 <awaterford1111445@gmail.com> * Fix camera-other (#3843) There's a feature to draw levels with a different camera matrix. This uses `camera-temp-other`, `camera-rot-other`, etc instead of `camera-temp`, `camera-rot`... I assumed that `trans-other` was the "other" version of `trans`, but it turns out this isn't true - `trans-other` is combined with `quat-other` and the original camera matrix. This fixes the issue by using the translation part of `inv-camera-rot-other` for othercam levels only. (it works in all cases, but I didn't want to use it for normal levels since I think it will be less accurate) Co-authored-by: water111 <awaterford1111445@gmail.com> * [decompiler] Cleanup for Jak 3 (#3845) This PR does a few cleanups: - improve method names/comments/flags for `enemy.gc` and a few other files - fix `new-stack-matrix0` not working for jak 3 - add `matrix-copy!` detection for jak 3 - add `vector-copy!` detection --------- Co-authored-by: water111 <awaterford1111445@gmail.com> * [decompiler] Detect vector*! (#3846) Detect use of `vector*!`, which is inlined in jak 2 and jak 3. --------- Co-authored-by: water111 <awaterford1111445@gmail.com> * [decompiler] Update vector ops, reduce casts (#3849) Update the decompiler to use the new vf macros. Also, fix a bunch of silly casting issues where accessing inline fields with an offset of 0 would be better than a cast:  --------- Co-authored-by: water111 <awaterford1111445@gmail.com> * CI: Periodic Controller Database Update (#3847) Updating Controller Database Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> * custom levels: etie and build actor support for jak2/3 (#3851) Custom levels for Jak 2/3 now support envmapped TIE geometry. The TIE extract was also changed to ignore materials that have the specular flag set, but are missing a roughness texture. Jak 2/3 now also support the `build-actor` tool. The `build-custom-level` and `build-actor` macros now have a few new options: - Both now have a `force-run` option (`#f` by default) that, when set to `#t`, will always run level/art group generation even if the output files are up to date. - `build-custom-level` has a `gen-fr3` option (`#t` by default) that, when set to `#f`, will skip generating the FR3 file for the custom level and only generate the GOAL level file to skip the potentially slow process of finding and adding art groups and textures. Useful for when you want to temporarily edit only the GOAL side of the level (such as entity placement, etc.). - `build-actor` has a `texture-bucket` option (default 0) which will determine what DMA sink group the model will be placed in, which is useful to determine the draw order of the model. Previously, this was omitted, resulting in shadows not drawing over custom actors because the actors were put in a bucket that is drawn after shadows (this behavior can be restored with `:texture-bucket #f`). --------- Co-authored-by: water111 <48171810+water111@users.noreply.github.com> Co-authored-by: water111 <awaterford1111445@gmail.com> Co-authored-by: OpenGOAL Bot <99294829+OpenGOALBot@users.noreply.github.com> Co-authored-by: OpenGOALBot <OpenGOALBot@users.noreply.github.com> Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
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"prison-obs.o" | ||
"test-zone-obs.o" | ||
"test-actor-ag.go" | ||
"test-zone.go" | ||
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