The definition of character animations has been reduced to a macro, BASE_ANIMS(), which defines initial animations that can be subsequently overwritten if the character uses different animations.
while testing, the near/far clip plane functions prevented compilation as they appeared to be using keywords, so i've also changed the offending functions' parameters.
Adding this for collision minimap, but I'm sure it'd be useful for many other mods that deal with collision in this kind of way
exposes a function, obj_get_surface_from_index. pass in an object, and the index of the surface you want. numSurfaces is also added to know when to stop iterating through surfaces
Thanks to peachy for coming up with the better method of doing this
Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
noticed that a recent commit broke ladders, so i took this opportunity to bring some things up to date
- upgraded the ladder system to more or less its current state in Dream Raider 64
- lowered streamed music volume when paused
- cap music plays where it's supposed to again
- other cleanup in the sound system
- fixed a crash that could occur when closing the game with the mods menu open. this was a use after free.
- allowed pressing the B button to go back in the save file name editor to refresh the file name.
- fixed text getting cut off on paginated page count, and centered the text (as one string)
- fixed disabled buttons not fading out since the addition of djui themes
* Add a menu where mods can put their options at
* Document mod menu hook functions
* Add HOOK_ON_LANGUAGE_CHANGED
* Add new Cheats mod
* Make player menu disable singleplayer pause
* fix some git merge conflicts that weren't resolved (#55)
and added -latomic to build flags to fix compile warnings while compiling miniaudio
* Remove legacy 'deluxe' field from built-in mods
* Lots of improvements to memory safety
* Abbreviated hex color parsing
Co-Authored-By: Mechstreme <84944335+mechstreme@users.noreply.github.com>
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Co-authored-by: Isaac0-dev <62234577+Isaac0-dev@users.noreply.github.com>
Co-authored-by: Mechstreme <84944335+mechstreme@users.noreply.github.com>
- crouching now hides your nametag entirely
- nametag transparency is now based on player opacity
- nametags are no longer rendered while the player does not have a valid area sync
It isn't a finished product, I ran out of time to complete it and removing it can also free up some space for something like a cheats or moveset mod to be in its place.
This removes the old animation system which would create 16 copies of the animation table, so this should use less memory. Made m->animation->targetAnim always be a pointer to the actual animation in gMarioAnims, so mods can grab the pointer and reuse it.
added get_mario_vanilla_animation to Lua, which lets a mod get any of mario's built in animations from its index.
if ex-coop is ran after the tmp folder is renamed, a new tmp folder will be created, which coopdx will then attempt to rename on the next run and fail to do so since .tmp already exists, resulting in the game failing to open
- fixed a bug where remote players would show mario's head repeatedly twitching up and down while reading automatic dialog
- fixed a bug where remote mario's would sometimes not update while unlocking a star door, resulting in the previous animation playing during that action
- fixed a bug where players exiting a warp door could get stuck for a few extra frames due to other players opening that same door.
- added dialogId to MarioState, which is synced for remote players the dialog id that player has active. this can be used by Lua mods - don't access the local player's dialog id because that isn't updated as that is unnecessary