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Releases: open-goal/jak-project

v0.1.35

30 Apr 19:14
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  • lsp: fix route handling json error by @xTVaser in #2448
  • fix repl buffer overrun + use a different port for each game version by @ManDude in #2449
  • jak2: add some temporary gui-control hacks to make missions completable by @Hat-Kid in #2454
  • CI: Periodic Controller Database Update by @OpenGOALBot in #2452
  • Translate new Jak 1 speedrunning text to Hungarian, plus some minor adjustments by @LuminarLight in #2242
  • add a temporary gui-control hack to make boulder chase mission completable by @Zedb0T in #2455
  • jak1: clean up all dummy methods by @Hat-Kid in #2457
  • fix alpha blend bit for jak 1 merc by @water111 in #2458
  • make directrenderer in sprite work + rename game-text-id to text-id + move pc debug settings by @ManDude in #2459
  • decomp bigmap by @ManDude in #2460
  • ci: check for incorrect assert usage in C++ files by @xTVaser in #2461
  • d/jak2: cleaning up some old decomp issues by @xTVaser in #2462
  • docs/issues: attempt to clarify what version is for the game/OpenGOAL by @xTVaser in #2467
  • Update README.md by @ManDude in #2468
  • repl: add gameVersionFolder to repl-config for running the non-default version by @xTVaser in #2463
  • cli: ensure an overridden project path is absolute by @xTVaser in #2464
  • CI: Periodic Controller Database Update by @OpenGOALBot in #2466
  • gk: fix "reboot in debug" option not working properly when gk has no args by @xTVaser in #2469
  • [jak2] fix disappearing guard by @water111 in #2470
  • [jak2] more nav-related nan fixes by @water111 in #2472
  • [jak2] fix hitting enemies after they die by @water111 in #2475
  • fix jak 2 text encoding/decoding + minor decomp type fixes by @ManDude in #2476
  • add a toggle for faster airlocks and elevators and enable by default by @ManDude in #2478
  • jak 2 memcard support by @ManDude in #2482
  • [jak2] misc fixes to renderers by @water111 in #2488
  • fix viewport not being set for probe draw by @ManDude in #2489
  • [jak 2] Add generic and warp by @water111 in #2495
  • [jak2] fix generic crashes by @water111 in #2505
  • update collision renderer for jak 2 by @ManDude in #2508
  • [jak2] Disable envmap hack if warp effect is enabled by @ManDude in #2511
  • g/j2: temporarily disable some gui-control code to fix rock avalanche by @xTVaser in #2510
  • CI: Periodic Controller Database Update by @OpenGOALBot in #2514
  • more generic fixes by @water111 in #2515
  • d/jak2: fix dig-sinking-plats in dig3 by @xTVaser in #2519
  • d/jak2: decompile missing function in whack by @xTVaser in #2521
  • d/jak2: temp fix for rewarding orbs from talker speeches by @xTVaser in #2523
  • game: Remove temporary CLI arg shim in gk by @xTVaser in #2532
  • [jak2] bring other version fixes to source by @ManDude in #2528
  • fix some decomp types and get rid of in-game frame time perception by @ManDude in #2535
  • Do not swap between clocks for airlocks speed by @ManDude in #2537
  • Fix bad lsack level borrow by @ManDude in #2540
  • CI: Periodic Controller Database Update by @OpenGOALBot in #2542
  • scripts: support new jak 2 decompiler config versions via task by @xTVaser in #2543
  • formatter: add tree-sitter dependency and commit early draft work on a proper code formatter by @xTVaser in #2536
  • jak2: fix 3d hud elements not drawing by @Hat-Kid in #2527
  • Create a new format for particle definitions (defpart) by @ManDude in #2572
  • subtitles-editor: Allow removing lines and fix some issues by @xTVaser in #2573
  • jak2: fix warp effect for robotank and underb on other aspect ratios by @Hat-Kid in #2574
  • fix many instances of bad bone data being used by @ManDude in #2580
  • less branches for division + fix divide by zeros by @ManDude in #2585
  • jak2: overlord rework by @xTVaser in #2544
  • attempting to slightly optimize defpart by @ManDude in #2587
  • [jak2] more specific cutscene detection by @ManDude in #2590
  • allow quoting :key symbols + further optimize defpart by @ManDude in #2592
  • fix minimap stretch by @ManDude in #2593
  • [jak2] Fix temp stacks being created outside process stack by @ManDude in #2595
  • g/j2: remove temporary hack to allow the avalanche to play by @xTVaser in #2599
  • [jak2] try to speed up compile a bit by @water111 in #2596
  • settings: handle corrupted json settings files by @xTVaser in #2600
  • ci: speed up unit-test execution by @xTVaser in #2586

Full Changelog: v0.1.34...v0.1.35

v0.1.34

01 Apr 02:45
b141871
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Full Changelog: v0.1.33...v0.1.34

v0.1.33

28 Feb 01:10
1d0a5ad
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Full Changelog: v0.1.32...v0.1.33

v0.1.32

31 Jan 03:57
22bae7f
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What's Changed

  • Add base_id for custom levels. by @Zedb0T in #2079
  • W/nav debugging by @water111 in #2077
  • game/debugger: handle uncaught loader thread exceptions and better handle that situation on the windows debugger by @xTVaser in #2075
  • d/jak2: finish decompiling gungame files and tomb-scenes by @xTVaser in #2076
  • [decomp] collectables, fix float bug in a few files by @water111 in #2082
  • Sound fixes by @Ziemas in #2083
  • d/jak2: decompile fodder and nav-enemy by @xTVaser in #2080
  • lint: remove some debugging logs by @xTVaser in #2086
  • Ame fixes by @Ziemas in #2087
  • game/debugging: Add a new imgui menu to filter debug text and adjust imgui config settings by @xTVaser in #2085
  • [decomp] hud, hud-classes, add some new basic alignment options, fix type bug by @water111 in #2084
  • [jak2] fix hud and some particles by @water111 in #2088
  • [jak2] don't ignore disable-draw bits by @water111 in #2089
  • add ja zero func by @ManDude in #2074
  • scripts: adjust scripts to ensure better decompiling consistency by @xTVaser in #2093
  • Overlord: mirror sound RPC command by @Ziemas in #2094
  • offline-tests: fail on comparison in offline-tests by @xTVaser in #2095
  • Overlord: Jak2 stream loading by @Ziemas in #2096
  • decomp: mech, mech-states, target-mech by @Hat-Kid in #2091
  • tools: add a flag to just dump all types from all-types via type searcher by @xTVaser in #2098
  • d/jak2: finish jetboard training mission (mostly) and scouts mission by @xTVaser in #2090
  • [jak2] use art constants by @water111 in #2097
  • add a weird field to target-h for mech ik by @water111 in #2099
  • g/jak2: initial Discord RPC implementation by @xTVaser in #2100
  • tests: make the offline tests aware of the current terminals row count by @xTVaser in #2105
  • goalc/repl: cleanup of goalc/REPL code and some QoL improvements by @xTVaser in #2104
  • decomp: add a bunch of enemy files by @Hat-Kid in #2101
  • Fix sound bank allocation by @Ziemas in #2107
  • Make jungle mirrors respect first person camera settings by @EvelynTSMG in #2112
  • d/jak2 - initial crimson-guard-level decomp and also the dig missions by @xTVaser in #2092
  • dig obs small fix by @water111 in #2119
  • Fixed bug where mouse position offset(s) would always return a 0 by @animalstyletaco in #2109
  • d/jak2: finish wren and fish by @xTVaser in #2106
  • [decomp] minimap by @water111 in #2118
  • More vmodes by @water111 in #2120
  • build: add a file thats now needed by @xTVaser in #2121
  • Font colors comments by @Inirdin in #2122
  • d/jak2: mostly complete sewer-enemy and sewer-board missions by @xTVaser in #2108
  • some bug fixes by @water111 in #2125
  • d/jak2: finish the remaining mountain temple related files by @xTVaser in #2110
  • d/jak2: finish strip mine files by @xTVaser in #2111
  • d/jak2: first pass at decompiling the core vehicle/traffic code by @xTVaser in #2058
  • d/jak2: some minor fixes and workarounds to make debugging easier by @xTVaser in #2116
  • decomp: tomb-* files, target-indax, grunt-mech, breakable-wall, pillar-collapse, mechtest-obs, ruins-obs by @Hat-Kid in #2114
  • decomp: ai-task-h, whack, bot, sig, ash files by @Hat-Kid in #2127
  • Minor bug fixes by @water111 in #2128
  • Fix for needed .DGO files by @BreakPoints in #2129
  • docs - first chunk of work documenting the files I glossed over by @xTVaser in #2130
  • Fix 'Load... border-mode' in default-menu by @LuminarLight in #2132
  • [jak2] workaround for cutscene playing by @water111 in #2131
  • jak2: tomb fixes by @Hat-Kid in #2137
  • decomp: kor-*|kid-*|widow-*|hal-*|atoll-* files, spyder, sniper, juicer and more by @Hat-Kid in #2134
  • Fix test crash on space in filepath by @EvelynTSMG in #2138
  • d/jak2: second documentation PR and finish forest-scenes and palace-scenes by @xTVaser in #2136
  • docs: add support for :override-doc in method declarations as well as documenting state handlers by @xTVaser in #2139
  • goalc: support static arrays of types by @xTVaser in #2140
  • d/jak2: finish consite-obs and get almost all side-missions working by @xTVaser in #2143
  • Update target-h ref by @water111 in #2153
  • jak2: ocean renderer by @Hat-Kid in #2142
  • d/jak2: "finish" traffic-manager, vehicle-util and citizen-h by @xTVaser in #2144
  • [merc2] Support emerc by @water111 in #2147
  • disable emerc for title effect by @water111 in #2156
  • Fix F2 screenshots by @ManDude in #2160
  • Add extended environment mapping option to progress and enable it by default + other bug fixes by @ManDude in #2161
  • Fix a few errors in the entity debugger by @ManDude in #2166
  • Hook Jak 1 into ImGUI actor filter by @Zedb0T in #2157
  • scripts: update gsrc files with modifications using git merge by @xTVaser in #2164
  • decomp: eye by @Hat-Kid in #2148
  • decomp: drill-obs, drill-obs2, drillmid-obs, drill-panel, drill-spool by @Hat-Kid in #2152
  • decomp: blerc, ripple, under-* files by @Hat-Kid in #2163
  • d/jak2: decompile all *-texture files except castle-texture by @xTVaser in #2149
  • decomp: squid-* files by @Hat-Kid in #2170
  • g/jak2: cleanup target-board a bit, add a new feature by @xTVaser in #2154
  • d/jak2: get portrun working and decompile a bunch of miscellaneous files by @xTVaser in #2169
  • jak2: significantly reduce the verbosity of the game.gp file by @xTVaser in #2103
  • Update Jak2 inputs.jsonc for first time compiles by @BreakPoints in #2172
  • Jak 1 Checkpoint Select / IL Speedrun support by @dallmeyer in #2162
  • [extractor] create debug_out by @water111 in #2159
  • custom levels: add initial support for ambients by @Hat-Kid in #2173
  • repl: support game-specific startup.gc files by @xTVaser in #2176
  • g/jak2: Add missing DGO files to game.gp lost in the shuffle by @xTVaser in #2178

New Contributors

Full Changelog: v0.1.31...v0.1.32

v0.1.31

31 Dec 20:37
6aa15c8
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Full Changelog: v0.1.30...v0.1.31

v0.1.30

30 Nov 03:54
c983475
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What's Changed

  • fix let* format, new on stack guessing case, type failure, handle casts by @water111 in #1860
  • decomp: logic-target by @Hat-Kid in #1861
  • jak1: fix the flickering driller-lurkers on >60 fps by @xTVaser in #1862
  • d/jak2: finish find-nearest | trajectory | editable-h and most of editable and editable-player by @xTVaser in #1847
  • decomp: merc, merc-vu1 by @Hat-Kid in #1865
  • Fixed typo in gfx.cpp by @animalstyletaco in #1868
  • d/jak2: finish vol | cam-layout | menu | default-menu and start working on nav code by @xTVaser in #1867
  • [jak 2] texture by @water111 in #1866
  • README: update the Docker part by @alexislefebvre in #1870
  • README: fix a typo by @alexislefebvre in #1881
  • d/jak2: mostly finish mysql-nav-graph and fix docstring handling around with-pp/local-vars by @xTVaser in #1869
  • scripts: make update_decomp_ref.py respect the game we are operating on by @xTVaser in #1880
  • d/jak2: get script decompiling, no ref tests yet by @xTVaser in #1877
  • logs: prefer exceptions over stdout logs around defenums by @xTVaser in #1887
  • lsp: re-process all-types file when it changes by @xTVaser in #1889
  • lsp: improve LSP IR2 hovers by @xTVaser in #1891
  • [decomp] fix up debug menu rendering, add a few others by @water111 in #1892
  • [decompiler] fix local_vars assert on static lambda by @water111 in #1895
  • [decompile] subdivide, wind-work, tie-work, bsp, focus by @water111 in #1897
  • [decomp] jak2: shrubbery by @Francessco121 in #1898
  • add project path option to the compiler by @trippjoe in #1826
  • d/jak2: finish drawable-group | drawable-inline-array | drawable-tree and path by @xTVaser in #1899
  • Fix infinite pause buffer bug by @dallmeyer in #1900
  • tests: allow for a single file to be tested in the offline-tests at a time by @xTVaser in #1907
  • [decomp] background and tfrag by @water111 in #1909
  • d/jak2: some work in memory-usage | nav-graph-h and finish pov-camera and aligner by @xTVaser in #1901
  • [decompiler] recognize mfc nop by @water111 in #1911
  • fix test failure and stop running manual tests in CI by @xTVaser in #1912
  • tools: add a tool to search for types based on size / type chain / fields by @xTVaser in #1906
  • More array special cases by @water111 in #1913
  • [decomp] add shrubbery renderer by @water111 in #1914
  • decomp: majority of progress by @Hat-Kid in #1904
  • decomp: target, target-board, board-states by @Hat-Kid in #1915
  • [decomp] Partial implementation of tie by @water111 in #1916
  • [jak2] static sound macro by @water111 in #1919
  • [decompiler] fix rare bug with casts by @water111 in #1920
  • [decomp] sync-info, fix some looping type pass bugs by @water111 in #1925
  • [decompiler] recognize jak 2 vector-float*!, fix some vector inline casting bugs by @water111 in #1926
  • [decomp2] game-info, game-task and task-control by @ManDude in #1884
  • write a function that outputs a dot graph of the jak 2 tasks by @ManDude in #1932
  • [decompiler] make (not (logtest? work by @ManDude in #1934
  • logs: replace every fmt::print with a lg call instead by @xTVaser in #1368
  • fix deadlock on shutdown by @water111 in #1937
  • [decomp] decompile decomp.gc by @water111 in #1936
  • [graphics] hook up visibility data for jak 2 by @water111 in #1938
  • d/jak2: finish region as well as some typedef files - ctywide-obs-h | vehicle-h | rigid-body-h by @xTVaser in #1935
  • d/jak2: decompile conveyor | elevator | plat | bouncer | basebutton | base-plat | most of sampler | simple-nav-sphere | simple-focus | elec-gate and blocking-plane by @xTVaser in #1942
  • [decomp] Decompile some time-of-day stuff, support new style Jak 2 time of day by @water111 in #1943
  • [decomp] finish up debug.gc, get boundary rendering working by @water111 in #1944
  • scripts: prevent infinite loop when preserved block can't be found by @xTVaser in #1946
  • [decomp] make defpart and defpartgroup work in jak 2 by @ManDude in #1947
  • [decomp] sparticle, sparticle-launcher, set up sprite by @water111 in #1949
  • Ignore backups from OpenMaya by @himham-jak in #1955
  • d/jak2: finish progress menu code and initialize the camera by @xTVaser in #1945
  • add workaround for menu-option-list weirdness by @water111 in #1961
  • Decompile los-control-h by @Brent-Hickey in #1844
  • d/jak2: finish cty-guard-turret-button | race-h | height-map-h and a lot of rigid-body by @xTVaser in #1957
  • tests: run tests in gcc runner again by @xTVaser in #1962
  • allow daxter/naughtydog intro cutscene skip by @dallmeyer in #1965
  • scripts: add a script to generate game.gp code, comment out generated code for now by @xTVaser in #1966
  • tools: add the ability to search by method id by @xTVaser in #1964
  • vscode: add snippets for supported ;; og:... comments by @xTVaser in #1963
  • decomp: finish target-[util|darkjak|swim|gun] | water | water-anim | crates | dark-eco-pool, fix skelgroup detection, add failed store/load warnings and clean up jak 3 config by @Hat-Kid in #1958
  • [decomp] fixes for loader and game-info by @water111 in #1968
  • [decompiler] nicer static giftags by @water111 in #1970
  • d/jak2: finish scene by @xTVaser in #1971
  • [decomp] sky-tng by @water111 in #1972
  • add level ref test by @water111 in #1973
  • remove casts that were only needed to prevent hangs by @water111 in #1977
  • tests: parallelize offline-test execution by @xTVaser in #1974
  • d/jak2: decompile ambient | speech and bigmap-data by @xTVaser in #1954
  • [decompiler] handle pointer to symbol value, clean up prints on offline test by @water111 in #1978
  • ci: rollback to previous buildcache version by @xTVaser in #1981
  • d/jak2: finish viewer, texture-finish, process-taskable, main-collide, prototype and los-control by @xTVaser in #1975
  • Spanish Game Text by @xsm2 in #1980
  • d/jak2: finish task-arrow | carry-h | projectile | gun-[red|yellow|blue]-shot by @xTVaser in #1864
  • Adding notes for building non black label versions by @chillypepper in #1995
  • Fix GCC build by @Ziemas in #1992
  • [decomp2] game-save by @ManDude in #1988
  • d/jak2: Decompile palace-ocean, ctysluma-part, nav-enemy-h and a bunch of work on enemy and nav-mesh related files by @xTVaser in #1984
  • d/jak2: finish scene-actor, scene-looper, race-part, rigid-body-plat, debug-part, voicebox by @xTVaser in https:/...
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v0.1.29

07 Sep 23:07
cfb6abb
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Full Changelog: v0.1.28...v0.1.29

v0.1.28

02 Sep 16:13
909bde8
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Full Changelog: v0.1.27...v0.1.28

v0.1.27

01 Sep 01:42
937ae0c
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What's Changed

  • [decomp] Decompile first batch of files in engine by @water111 in #1787
  • d/jak2: First few files, mood-tables and vol-h by @xTVaser in #1796
  • use 2x msaa by default instead of 4x by @ManDude in #1797
  • [decomp] load-dgo, ramdisk, gsound, transformq by @water111 in #1798
  • Ast/kbm remapper update by @animalstyletaco in #1800
  • Added Lightbell18's Brazilian Portuguese Subtitles by @himham-jak in #1759
  • decomp: water-h, pilot-h, gun-h and board-h types by @Hat-Kid in #1801
  • [goalc] Fix error when putting #f in an array of symbols by @water111 in #1804
  • [decomp] Jak 2 mips2c, collide-func by @water111 in #1805
  • d/jak2: finish cylinder | mech-h | font-data most of text and history and chip away at a bunch of other files by @xTVaser in #1802
  • jak2: Some of rigid-body-h, rigid-body, rigid-body-plat by @Francessco121 in #1809
  • d/jak2: finish settings by @xTVaser in #1803
  • d/jak2: finish level-info by @xTVaser in #1807
  • [decompile] Joint by @water111 in #1813
  • d/jak2: finish entity-table | sky-data | relocate | and the majority of default-menu by @xTVaser in #1812
  • [decomp] jak2: sprite, sprite-distort, some of sprite-glow by @Francessco121 in #1814
  • fix some pc settings not being saved/loaded correctly by @ManDude in #1815
  • d/jak2: finish glist | glist-h | camera | cam-interface | cam-states-dbg | cam-combiner | cam-debug | cam-start by @xTVaser in #1829
  • [decomp] fix joint type by @water111 in #1827

New Contributors

Full Changelog: v0.1.26...v0.1.27

v0.1.26

24 Aug 01:03
d7af0f0
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  • Update documentation by @doctashay in #1767
  • maybe fix bridge blast by @water111 in #1784
  • [decompiler] support for jak 2 by @water111 in #1781
  • game/speedrunning: Add struct with relevant information to facilitate Auto Splitting by @xTVaser in #1775
  • game: fix transition from fullscreen (not borderless) to windowed by @xTVaser in #1786
  • decomp: add docstring support to relevant places in all-types by @xTVaser in #1753
  • Added screenshot hotkey by @sardap in #1776
  • release: inform the launcher repo when a release is cut by @xTVaser in #1788
  • jak1: put the auto-splitting marker in C++ so it can be quickly found by @xTVaser in #1791
  • fix tie lod and intro cutscene linux crash by @water111 in #1794
  • fix opengl error when screenshotting with msaa off by @water111 in #1795

New Contributors

Full Changelog: v0.1.25...v0.1.26