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WIP: Extra Stage #261
WIP: Extra Stage #261
Commits on Aug 24, 2023
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progress: zstd-compress and write with new filename
Old uncompressed progress.dat will be loaded if progress.zst is not found. The reason for this change is that progress files are much larger now, and taisei <1.4 had a stupid 4kb size limit for them. Older versions of taisei would refuse to load the new large file at all, resulting in possible data loss in case multiple versions are installed.
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Commits on Aug 28, 2023
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gles: create angle context in webgl mode on windows
Cubemaps are broken in ANGLE's D3D11 backend, except in WebGL mode for some reason. This is a terrible workaround, but it beats fucked up rendering in stage backgrounds.
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Commits on Aug 30, 2023
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glcommon: disable norm16 formats on nouveau
These seem to be broken
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Commits on Sep 2, 2023
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Commits on Sep 6, 2023
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Commits on Sep 7, 2023
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stage: massively boost all-clear bonus
Depends on PIV, current score, and difficulty
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Commits on Sep 8, 2023
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Commits on Sep 9, 2023
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Commits on Sep 10, 2023
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demoplayer: ignore suspend/resume requests when not initialized
This fixes a nasty interaction between the intro sequence and the demoplayer introduced in 3ff6204. The cutscene tries to suspend the demoplayer for its duration and then resume it later. When the suspension counter hits 0, the demoplayer event handlers are installed globally. And then AFTER that happens, the demoplayer is actually initialized, resetting the suspension counter and installing the event handlers AGAIN. When the demoplayer is then suspended (e.g. by starting the actual demo playback), only one set of those handlers is removed, which has the effect of the demoplayer remaining active even in-game. Eventually, it tries to play a demo while a game is already running, at which point all hell breaks loose. Fix this by making suspend and resume no-ops until the demoplayer has been properly initialized. Fixes #371
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Commits on Sep 19, 2023
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util/miscmath: add re(z) and im(z) macros
Shorter and type-generic replacements for creal() and cimag(). If z is an l-value, the returned value is also an l-value, e.g.: cmplx foo = 420 + 69i; im(foo) = 1337; assert(foo == 420 + 1337i);
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Commits on Sep 20, 2023
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Commits on Sep 28, 2023
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util/miscmath: change assume to assert in ASSUME_FINITE for now
On some toolchains isfinite compiles to a function call and trips a -Wassume warning
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Commits on Sep 29, 2023
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Commits on Sep 30, 2023
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Commits on Oct 8, 2023
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Commits on Oct 20, 2023
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util/rectpack: fix wrong subsplit direction in split_vertical
Doesn't seem to ever actually matter in practice, but theoretically it was wrong.
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Commits on Nov 29, 2023
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boss: make boss and attack names constant strings (#375)
Functions `create_boss()` and `boss_add_attack()` take name strings which they copy with `strdup()` and store in `Boss` and `Attack`. This is unnecessary, because all these names are static constant strings and they're never modified.
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Commits on Dec 17, 2023
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Commits on Jan 24, 2024
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1
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Commits on Feb 23, 2024
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Commits on Feb 29, 2024
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Commits on Mar 3, 2024
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Commits on Mar 4, 2024
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Commits on Mar 6, 2024
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Commits on Mar 11, 2024
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Commits on Mar 18, 2024
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Commits on Mar 21, 2024
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lasers/draw: sort before packing and allow rotation in sdf texture
Slightly improves packing efficiency
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Commits on Apr 4, 2024
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util/miscmath: force inline cdot[f] and cabs2[f]
These massively affect the performance of quantize_laser() Shouldn't matter in LTO builds, but helps for quick debug/dev builds
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lasers: fix off-by-one errors in quantization; adjust width calculation
The width is now calculated relative to the maximum laser timespan instead of the number of considered samples. This makes collapsing lasers look a bit nicer.
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Commits on Apr 8, 2024
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Commits on Apr 11, 2024
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entity: add ENT_ARRAY_ADD_FIRSTFREE(array, ent)
Like ENT_ARRAY_ADD, but tries to scan the array for dead slots first. If it finds one, it will put the new entity into that slot instead of adding a new one. Returns the index. The regular ENT_ARRAY_ADD() now also returns the index as well.
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Commits on Apr 20, 2024
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stage: fix pause menu related crashes
There were two distinct things going on here: 1. If we receive multiple buffered TE_GAME_PAUSE events in the same frame, we'd process all of them and create a pause menu for each. This could theoretically overflow the evloop stack and crash the game. 2. The `stage_comain` task starts before scheduling the stage main loop via `eventloop_enter`. It initializes systems that depend on tasks, and then immediatelly enters its per-frame async loop, finishing its first iteration before yielding back to `_stage_enter` and thus allowing `eventloop_enter` to be finally called. If there is a TE_GAME_PAUSE event in the queue at this point, it would be handled right there, and a pause menu would be created before the stage main loop is scheduled. This messes things up quite a bit, leaking a "zombie" pause menu into the evloop stack. After the stage is destroyed, the evloop would try to switch to the frame created for this menu. The menu's draw function would then attempt to reference free'd resources of the destroyed stage, crashing the game. This crash has actually been observed and reported (thanks @0kalekale) To fix #1, the stage now tracks its paused state and refuses to open a pause menu if one already exists. To fix #2, `stage_comain` now yields before starting its async loop, to let the stage set up its main loop early. Note that because the stage main loop runs all coroutine tasks before incrementing the frame counter, `stage_comain`'s per-frame logic would execute twice on frame 0. This is obviously wrong, but this behavior must be preserved to maintain compatibility with v1.4 replays. For that reason, the `stage_comain` loop now skips its first YIELD. This hack can be removed once v1.4 compat is no longer a concern.
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Commits on Apr 23, 2024
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Commits on Apr 26, 2024
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pixmap: optimize webp decoding
Chunked decoding wastes a lot of time copying buffers, so just load the entire file into memory.
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Commits on Apr 27, 2024
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events: fix possible use-after-free
Can happen when a global handler is added during events_poll() if the array must be resized.
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Commits on Apr 28, 2024
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renderer: add asynchronous framebuffer readback API
Used to download rendered images from the GPU with minimal (if any) pipeline stalling. Implemented with PBOs in OpenGL.
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video: add "framedump" mode; use async readback for screenshots;
The framedump mode captures every frame and saves it as a .png image. This can be useful for rendering videos. To activate, set the `TAISEI_FRAMEDUMP` environment variable to a prefix. A 8-digit frame number followed by ".png" will be appended to this string to form the filename of each frame. Example: $ mkdir /var/tmp/taisei $ export TAISEI_FRAMEDUMP="/var/tmp/taisei/frame-" $ taisei -f1 -r /foo/some-replay.tsr $ ls /var/tmp/taisei frame-00000000.png frame-00000001.png frame-00000002.png ... `TAISEI_FRAMEDUMP_SOURCE` can be set to either "screen" or "viewport". The default is "screen", which records the whole game screen as it appears (minus the letterboxing borders). "viewport" makes it record the stage viewport only. The image is taken directly from the viewport framebuffer, so elements that are drawn over the viewport will be missing, such as the dialogue or the pause menu. `TAISEI_FRAMEDUMP_COMPRESSION` can be set to change the quality of zlib compression of the png images, ranging from 0 to 9. The default is 1. Additionally, it's now possible to take screenshots of the game viewport by pressing Alt+P (by default). This works on the same principle as `TAISEI_FRAMEDUMP_SOURCE=viewport`, so the same caveats apply. This can be used to take a clean screenshot of the viewport while the game is paused.
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Commits on Apr 30, 2024
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renderer: simplify async readback API; use glMapBufferRange
glGetBufferSubData is not available on GLES
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Commits on May 1, 2024
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Commits on May 3, 2024
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config: read defaults from optional "config.default" file in resources
Not included by default, intended for custom distributions (for DoKomi in particular) Also improve the upgrade mechanism by ignoring settings that were not changed in the config being parsed.
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menu/gameovermenu: add "Load Quicksave" entry when available
Also move the logic of action choice handling out of the menu and into the stage.
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Commits on May 4, 2024
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global: add TAISEI_KIOSK_PREVENT_QUIT env var
Defaults to 1. Set to 0 to be able to close the window in kiosk mode. This is intended for testing and not recommended for deployment.
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Commits on May 8, 2024
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Commits on May 9, 2024
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lasers: support lasers with abrupt angle changes
This requires some look-ahead, so quantize_lasers will now compute all samples ahead of time before starting to build segments. The samples are held in a global dynamic array to minimize reallocations.
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lasers: compute segment visibility correctly
The previous naive check had some false negatives
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lasers/rules: make create_dynamic_laser return MoveParams* in an out-…
…parameter No need to mess with LaserRuleDynamicData and LaserRuleDynamicTaskData
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Commits on May 13, 2024
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Commits on May 14, 2024
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build: put most sources except main.c into a static lib
Allows building other executables (tests, tools like tsrtool, etc.) that make use of taisei code in the future.
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Commits on May 15, 2024
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Commits on May 16, 2024
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Commits on May 17, 2024
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scripts/upkeep: remove taisei.h include from non-header files
It's redundant because every local header pulls it in anyway, and it also interacts badly with clangd's automatic include insertion
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Commits on May 19, 2024
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lasers: improve degenerate sample rejection during quantization
Fixes some issues with curves that have degenerate samples at the start, and is more efficient for curves with lots of degenerate samples in general.
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Commits on May 22, 2024
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shaders: don't use textureGrad() in powersurge_effect
Apparently it has bad performance at least on some intel iGPUs (my laptop), and it does nothing visually here.
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Commits on May 27, 2024
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gamepad: direction snapping; more flexible configuration options
- The free/restricted axis distinction is gone; the joystick always operates in "free" mode. - Added direction snapping functionality to help aid exact movement in cardinal and/or diagonal directions. The snapping angle can be adjusted from 0% (disabled) to 100% (similar to the old "restricted" mode). The snapping angle can also be biased towards cardinals or diagonals. - When the maximum zone is less than or equals dead zone, moving the character will always move at maximum speed (as in the old "restricted" mode). - Most of these settings are now visualized in the options menu and can be tested there.
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Commits on Jun 4, 2024
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config: change default bomb and surge gamepad buttons
LT and RT respectively
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Commits on Jun 5, 2024
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memory/mempool: refactor to avoid storing object size and alignment i…
…n struct Works similarly to DYNAMMIC_ARRAY(type)
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stageobjects: add type-based macros for acquiring from/releasing into…
… the correct pool
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Commits on Jun 14, 2024
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Commits on Jun 15, 2024
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Commits on Jun 16, 2024
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Basic spell practice for extra stage
Also changed extra stage id to 7 (was C1), and type to STAGE_EXTRA (was STAGE_SPECIAL)
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* draft commit of full EX boss dialogue * fix smartquotes(???) and change some dialogue * add Elly dialogue in EX stage
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New expressions used in Stage 1-6 dialogue (#223)
rebalance some of the expressions in the dialogue, add the news one to earlier in the game too expression spelling mistake in atlas, 'embarrased' vs 'embarrassed'. committed correct spelling, needs correction elsewhere too minor wording change
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two turtle doves and a partridge in a pear tree
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attempt to rebase Yumemi branch - several things don't work, but the …
…broad strokes are there, and the level 'plays'
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menu: add extra stage music to musicroom
Note: the actual music is not in yet, this just adds the menu entries.
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enemy_classes: ecls_anyenemy_fake3dmovein(): reproject 3d pos every f…
…rame Needed to account for camera movement. Usage may need adjustments
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