Commit graph

105 commits

Author SHA1 Message Date
MysterD
04c21d91bc Added version checking to clients 2020-09-11 16:19:38 -07:00
MysterD
05674f3d69 Force no draw distance on and text saves off 2020-09-04 17:52:48 -07:00
MysterD
1bb0c90741 Add docker-build workarounds and container script 2020-09-04 17:03:35 -07:00
MysterD
9512fde4a5 Added custom packets for mods-of-this-mod
Now a patch can choose to register callbacks for sending and receiving
packets. It's a bit tricky to use but at least it won't collide with
normal packets or other mod packets.
2020-09-04 02:04:37 -07:00
MysterD
d5005c9f37 Served time for crimes against C
Due to my compile & launch scripts, I was silently ignoring warnings
this whole time. I've fixed my process, and gone back to fixed all of
the warnings I could (even outside of my code).
2020-09-04 01:58:54 -07:00
MysterD
621533fae8 Add coop-specific define
Added -DCOOP to identify that this is a coop build so that one patch can
be applied to EX and/or COOP. They can choose to ifdef entity synchronization
out.
2020-09-03 21:49:58 -07:00
MysterD
c88ff19190 Prevent infinite looping of Mario action transitions
There have been several times where the unpredictable behavior of
a remote player where execute_mario_action() would get caught in
an infinite loop. Now we attempt to detect an infinite hang and
escape from it. The sequence of actions will be recorded into an
errorlog.txt file. In debug mode this infinite hang will cause an
assertion to fail, crashing the game. In normal mode the game will
break out of it and hopefully carry on normally after new packets
come in.

I believe this addresses github issue #12 but I can't be sure.
2020-09-01 22:06:36 -07:00
MysterD
8711829664 Merge branch 'nightly' into coop 2020-09-01 18:08:46 -07:00
MysterD
2815f03adb Update Makefile's default compile flags 2020-08-31 23:52:36 -07:00
fgsfds
8a23a8a5c5 add rudimentary SDL1 controller backend
it's more to deal with the mouse not working I suppose
2020-08-30 16:06:22 +03:00
fgsfds
3e9e2595aa add barebones SDL1.2 backends
for that sweet Win9x support
2020-08-15 07:15:28 +03:00
MysterD
a896713510 Made sockets platform-independent, supporting Linux 2020-08-09 13:23:27 -07:00
MysterD
579415dca9 Started synchronizing objects, refactored networking 2020-08-02 01:43:12 -07:00
MysterD
34b1ec76f6 Started adding networking 2020-08-01 20:22:24 -07:00
MysterD
2d2dff6647 Added IMMEDIATELOAD debug flag to skip all intro stuff 2020-07-30 20:42:39 -07:00
CrispyBuns
77eede660b Add files via upload 2020-07-14 10:54:07 -06:00
CrispyBuns
669f1a6ab1 Add files via upload 2020-07-14 10:54:07 -06:00
fgsfds
765a08c846 merge gfx updates from sm64-port 2020-07-07 15:21:14 +03:00
n64
6330644371 Refresh 11 2020-07-05 14:15:43 +03:00
fgsfds
99f69eff1c throw out unused libultra sources 2020-06-21 02:21:46 +03:00
fgsfds
7331fab8d8 fix paths to sound data with EXTERNAL_DATA=1 2020-06-20 18:05:45 +03:00
fgsfds
fe44da4794 fix GRUCODE defines 2020-06-20 04:32:12 +03:00
n64
4a448cf10d merge refresh 10 2020-06-20 02:49:59 +03:00
fgsfds
6686a2d7d9 use GLES shaders in web build 2020-06-17 00:15:27 +03:00
fgsfds
1d6469d2cf fix web build 2020-06-16 22:24:54 +03:00
fgsfds
7fe8645fcd thank you case sensitive file systems very cool 2020-06-13 00:53:01 +03:00
fgsfds
3dff608c7b add D3D12 headers because they're missing in mingw 2020-06-11 22:24:46 +03:00
fgsfds
a81a8e6ef1 added D3D11 and D3D12 renderers from Emil/n64-fast3d-engine
along with options to select backends for windowing, rendering, audio and controls in the Makefile

use RENDER_API=D3D11 or D3D12 for the D3D renderers, that will also automatically enable using DXGI for windowing; SDL2 will still be used for input and audio for the time being

also adds three-point filtering to the OpenGL backend and an option for it in the menu
2020-06-11 22:24:46 +03:00
fgsfds
c04c315410 move the discord-rpc libs to lib/ 2020-06-09 20:19:22 +03:00
Jan
233c2d8f72
Merge branch 'nightly' into feature/discordrpc 2020-06-09 17:16:42 +02:00
Jan200101
5933742f82
replace static linking with dynamically loaded libraries 2020-06-09 17:15:49 +02:00
Jan200101
f1ba90d25b
add discord rpc support 2020-06-09 12:01:31 +02:00
fgsfds
504b38725e use 'python3 mkzip' instead of just 'mkzip' 2020-06-08 06:06:40 +03:00
fgsfds
9ebde3c219 add sky tiles to the zip as well 2020-06-07 22:00:57 +03:00
fgsfds
4feacc0065 add virtual filesystem thing w/ ZIP support
similar to Quake 3: all the archives and folders get mounted to the same mountpoint in the VFS, read access to files in the VFS is transparent
2020-06-07 21:06:25 +03:00
Zerocker
e7218f043b Add separate DEBUG flag for tools 2020-06-07 21:16:09 +09:00
Zerocker
2ae6e0fac0 Remove old -O2 flag 2020-06-05 21:12:44 +09:00
Zerocker
caea5ec4cb Nuke old VERSION OPT_FLAGS and add DEBUG flag 2020-06-05 20:40:08 +09:00
fgsfds
35382b83a1 roll back rsync
apparently I'm the only man in existence who has it installed by default
2020-06-02 22:37:43 +03:00
fgsfds
afca02c0a7 use 'rsync' instead of 'find' + 'cp -r --parents'
mostly because cp is fucking weird on OSX, thank you Apple very cool
2020-06-02 17:57:45 +03:00
fgsfds
6cee636382 change EXTERNAL_TEXTURES to EXTERNAL_DATA; load sound data from external files
no separation tho, just binary blobs o shit
2020-06-01 12:13:05 +03:00
fgsfds
e3401f1547 use a script to output zero-terminated strings instead of bash printf 2020-05-26 02:59:38 +03:00
fgsfds
9f9e79ed9d build the res target by default when EXTERNAL_TEXTURES is enabled 2020-05-26 02:18:09 +03:00
fgsfds
1873f7aba5 game now uses non-working directory paths by default
saves by default go into XDG_DATA_HOME/sm64pc

external data is read from the executable directory, if it's not found there on Unix systems the game will attempt to read it from some paths like /usr/local/share/sm64pc

both save data and readonly data fall back to other options in case of a problem

behavior can be overridden by specifying --datapath and --savepath on the CLI

both of those will expand the exclamation point ('!') to the executable path, e. g. --savepath '!/save'
2020-05-25 07:19:35 +03:00
fgsfds
9825b02f50 add option to load textures from external files
this stores the null terminated texture name instead of the texture data

activated with EXTERNAL_TEXTURES=1
2020-05-25 04:22:03 +03:00
fgsfds
eeca3b0ec0 remove debug print in Makefile 2020-05-25 00:58:43 +03:00
fgsfds
686ea5be7b separate options menu strings and add JP strings 2020-05-22 01:36:49 +03:00
IvanDSM
1298cd6017 Add commit hash to window title for nightly builds.
This also adds a flag for detecting nightly builds in the code.
2020-05-21 14:19:20 -03:00
fgsfds
c540712154 add GL1.3 (or 1.2 with some extensions) rendering backend
there are still some graphical glitches and no fog
2020-05-20 07:00:04 +03:00
fgsfds
c57bacdfd7 clean up some toolchain compatibility fixes
also rename the abs() macro to not cause any fucking conflicts ever again
2020-05-19 22:22:52 +03:00