Commit graph

73 commits

Author SHA1 Message Date
MysterD
7230c6fccc Fixed custom level textures 2022-04-02 15:32:21 -07:00
MysterD
046c595f92 More progress toward custom DynOS levels 2022-04-02 15:14:04 -07:00
MysterD
df3618f521 More DynOS refactoring 2022-04-01 20:04:24 -07:00
MysterD
6ec051c2f9 DynOS cleanup 2022-04-01 17:54:32 -07:00
MysterD
2f56594e45 DynOS level parsing - phase 1 2022-04-01 17:19:26 -07:00
MysterD
77fc64c55e Start parsing level scripts in DynOS 2022-04-01 01:43:50 -07:00
MysterD
66433b5705 Fix how DynOS decides to generate bins for geos 2022-03-31 01:17:11 -07:00
MysterD
03f852881d Add 'specials' to DynOS collisions 2022-03-30 23:52:50 -07:00
MysterD
d39275c4ce Add the rest of the surface constants to DynOS 2022-03-30 23:08:19 -07:00
MysterD
8a7097b802 Refactor coop-specific DynOS code 2022-03-30 23:05:53 -07:00
MysterD
d74f5cfe61 Add custom collisions to DynOS/Lua 2022-03-28 01:02:33 -07:00
MysterD
61a1d1fc9c Fix errors pointed out by clang 2022-03-27 17:25:39 -07:00
MysterD
e35402f3d1 Make DynOS only generate one bin per actor 2022-03-25 22:05:07 -07:00
MysterD
68f3203587 Allow people to disabled downloaded models (from mods) 2022-03-16 22:43:43 -07:00
MysterD
2804a48e4e Allow lua mods to override models, have DynOS generate bins 2022-03-16 21:26:29 -07:00
MysterD
fed8987d79 Fixed custom lua models 2022-03-16 19:57:45 -07:00
MysterD
469e4ac4e4 Load Super Keeberghrh's ERROR model when DynOS can't find the model 2022-03-16 01:34:18 -07:00
MysterD
41eef5fd2c Hook DynOS into mods when they're activated (custom models) 2022-03-16 01:11:48 -07:00
MysterD
edf06bede0 Added ability for mods to load custom geos 2022-03-14 00:11:36 -07:00
MysterD
1e96340b1d Make DynOS generate a bin for every Geo Layout 2022-03-13 21:22:26 -07:00
MysterD
9f20943ff2 Merge branch 'unstable' of github.com:sm64ex-coop-dev/sm64ex-coop into unstable 2022-03-13 18:45:50 -07:00
MysterD
11f532b9e0 Fix warnings/compile errors on Linux 2022-03-13 18:45:42 -07:00
Isaac
1ed29175d6
Allowed DynOS Packs to be placed in %appdata%/sm64ex-coop (#27) 2022-03-13 18:09:57 -07:00
Isaac
013edccfed
Fix headless server compile (again) (#23) 2022-03-13 14:10:24 -07:00
Prince Frizzy
75bb9b7912
Update to Refresh 13 (#19)
* Refresh 13

Co-authored-by: n64 <n64>
2022-03-13 00:17:10 -08:00
MysterD
32118e17b8 Preserve 'unpause to skip transition' for speedrunners 2022-03-12 01:16:19 -08:00
MysterD
24df92fa48 Added DynOS warp functions to Lua API 2022-03-11 18:11:32 -08:00
MysterD
0a2977bc86 Fix DynOS pack-to-name conversion 2022-03-10 23:24:22 -08:00
MysterD
bc0868e80e Implemented dynos model packs into configfile 2022-03-10 19:23:38 -08:00
MysterD
403a90e82b Added dynos model packs to djui interface 2022-03-10 18:16:12 -08:00
MysterD
f92857704d Ported the rest of DynOS, but left the options menu disabled 2022-03-10 01:18:53 -08:00
MysterD
b3ed387711 Added DynOS v1.1 without the dynamic options
- Added support for coop-specific actors
- Added support for coop-specific geo functions
- Added support for coop-specific model functions
2022-03-09 18:01:03 -08:00
MysterD
7a5a91007c Fixed crash when spawning a custom behavior that doesn't override fomr Lua 2022-03-08 00:50:15 -08:00
MysterD
3ad6c721dc Initial custom behavior commit 2022-03-03 01:04:15 -08:00
MysterD
625e9b5df9 Fix various bugs with spiny and lakitu 2022-01-14 20:06:26 -08:00
MysterD
04d01667c3 Added a callback for area timer objects to only run certain things once per frame 2021-08-19 00:31:20 -07:00
MysterD
1b5ceda89d Split luigi/custom character models into custom and zcustom 2021-08-15 01:06:25 -07:00
MysterD
68e04a74bc Fixed late join for items a Boo was carrying 2021-08-12 18:48:17 -07:00
MysterD
7e59d34939 Added new MAXIMUM type to network area timer system. Exclamation boxes now reappear at the correct time 2021-08-12 18:13:41 -07:00
MysterD
fecba91c5e Rewrite the core of network area timer (yet again) 2021-08-10 18:29:49 -07:00
MysterD
6aded174e9 Synchronized moat draining and cap switch unlocks 2021-06-14 19:59:11 -07:00
MysterD
0b3a97d405 Improvements to late-join synchronization
Removed (slightly) old coin and static ent removal system
Resynchronized respawners
Added packet for macro deletions
    better than previous system since the entities don't need a sync id and we can synchronize deletion station across areas
    allows the synchronization of odd entities like lines of coins
Added packet for spawn info deletions
Split packet_location_request into multiple files
2021-06-09 22:35:34 -07:00
MysterD
5db1a9e827 Synchronize late-join coin collection 2021-06-08 02:26:35 -07:00
MysterD
c8a45235ca Removed two-player hacks from cannon and object packets
Increased error checking of get_behavior_from_id
Made failure logging for packet_object a lot better
Changed debug logging to show global index instead of "Server/Client"
Changed debug keyboard binds to support more keyboard types
Made SyncObject's rxEventId de-duplication per-player instead of one-player
Removed sizeof(enum) from packet_read/packet_write
2020-10-13 21:44:27 -07:00
MysterD
2f7d432143 Synchronized Eyerok, add SSL to supported levels
Eyerok was synchronized, but I'm still not super pleased with the
result. I had to sacrifice dialog to prevent weird states and he's
completely controlled by the server. His synchronization should be
revisited in the future.

SSL should be fully synchronized now.
2020-09-30 18:20:13 -07:00
MysterD
44c5b5b02b Ensure bowser key/star spawns, make bowser intro less glitchy 2020-09-24 20:28:59 -07:00
MysterD
e1933e5f78 Improvements to Bowser 2 (still not fully supported) 2020-09-23 22:00:20 -07:00
MysterD
fdee4eceea Synchronize various LLL platforms 2020-09-21 00:32:14 -07:00
MysterD
0052e97605 Synchronized Bullies 2020-09-20 23:30:49 -07:00
MysterD
e0903003f4 Rewrote how players are initialized, stored, and displayed
Since the second-player code was the first code I wrote, it was implemented
poorly. At that point, I didn't know the code base at all and the way it was
written would prevent anyone from ever adding to those parts.

The rewrite allows me to use the default geo.inc.c file for Mario, and removes
all of the geo2.inc.c files. I no longer do a bunch of bit shifting to figure
out which player is being drawn in the rendering code.

I'm also now able to remove tons of duplicate code that exists just for the
remote player. The main player code is generic enough to support both indices.
A side-effect of the rewrite is I was able to remove many assumptions in the
code where two-players is assumed, but many other parts of the code still
assume two players.

This is a fairly major change that, if all goes well, will be completely
unnoticed by the player. However, I do expect new bugs to pop up in strange
places. Time will tell.
2020-09-06 18:52:52 -07:00