* Small improvements to HUD and new functions
- Split HUD_DISPLAY_FLAG_CAMERA_AND_POWER into HUD_DISPLAY_FLAG_CAMERA and HUD_DISPLAY_FLAG_POWER
- Added hud_is_hidden()
- Added camera_is_frozen()
- Added extra sanity check to hud.c
* Re-add old flags
* Fixes and improvements
* Mod compatibility
- Added visibleToEnemies to invisible fields
- Added cur_obj_set_billboard_if_vanilla_cam() which makes trees only billboard if free camera is off
- Added RespawnShellBoxes to gBehaviorValues
- Added pauseExitAnywhere to gLevelValues
- Disabled the power meter chime playing on the main menu whenever disconnecting from a server with low health
* A bunch of LUA autogen additions.
- Add support for Vec4f, Vec4s and Mat4 in the autogen.
- Improve error messages for improper argument counts
- Added support for more pointer types in the autogen.
* Fix offsets in sMat4Fields.
* autogen: Rework this at the request of DJ.
- Add new functions for objects, Feel free to flesh some out if need be.
- Fix long-standing issue with our LUA garbage collection, It will now run after all our hooks do to prevent buildup which causes lag.
Adds in bassh_stop_sample for source and audio_sample_stop for Lua. These functions immediately stop whatever audio the specified sample is playing.
If used in tandem with #223, this allows you to create custom character voice clips without them ever overlapping with each other.
Add get_dialog_box_state
Prevent some attacks from registering as pvp attacks.
Clean up all cases of camera.lua
Put gLastCollectedStarOrKey in a better spot.
Clean up my moderator code a bit, changing gIsModerator to boolean.
Brang back kicked, banned and full party messages.
Fixed a warning on older compilers like raspberry pi's and use configAmountofPlayers instead of MAX_PLAYERS
Fixed compiling with the flag DISCORD_SDK off.
Added "Fixed Collisions" to the debug menu.
Added HMC, CCM, RR, BITDW, PSS and TTC to the main menu options.
Fix my own oversight; Prevent the port from being duplicated in the join menu. (temporary fix)
Hopefully bring back the crash handler on windows by not checking for termination signals on windows
More lives fixes, death loop fix, add a null check and add get_dialog_id()
add a way to disable rom hack cam collisions
expose more sound management functions
Unhardcoded KingBobomb values, Mips values, star dialog values
Generated tex files when they're of the form levels/XXX/NUMBER
Now lua behaviors can call cur_obj_set_home_once() to set home correctly
Lua behaviors are now overridden correctly when created through spawn infos
Behavior checks now translate to the overridden behavior before checking
Bug: DynOS models with animations cannot swap animations if they are
loaded via lua (smlua_model_util_get_id and
obj_set_model_extended).
Fix: DynOS_Actor_GetActorGfx takes a graph node instead of a georef,
and checks for DynosValidActors graph nodes if georef is NULL.
Bug: The game can crash when calling obj_set_model_extended inside a
HOOK_ON_OBJECT_RENDER hook.
Fix: The crash happens in smlua_model_util_load_with_pool_and_cache_id
due to pool being NULL. If the game can't allocate an
AllocOnlyPool object, use DynOS to generate the graph node.
Bug: warp_to_level and similar functions don't trigger HOOK_ON_WARP.
Fix: Call HOOK_ON_WARP hooks in DynOS_Warp_UpdateWarp and
DynOS_Warp_UpdateExit after level and mario initialization.
Bug: The game sometimes calls HOOK_ON_OBJECT_RENDER hooks for
unintended objects.
Fix: Initialize hookRender field to 0 when creating an object.
Bug: Actions can't apply gfx offsets to characters that have an anim
offset (Waluigi, Wario)
Fix: Add m->curAnimOffset to gfx.pos[1] instead of setting it to
m->pos[1] + m->curAnimOffset, except during the jumbo star
cutscene.
Improved level_info.c and added functions to LUA:
const char *get_level_name_ascii(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase):
Return a level name as an ascii string. If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const u8 *get_level_name_sm64(s16 courseNum, s16 levelNum, s16 areaIndex, s16 charCase):
Return a level name as an sm64 u8 string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const char *get_level_name(s16 courseNum, s16 levelNum, s16 areaIndex):
Shortcut for get_level_name_ascii(courseNum, levelNum, areaIndex, -1).
const char *get_star_name_ascii(s16 courseNum, s16 starNum, s16 charCase):
Return a star name as an ascii string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const u8 *get_star_name_sm64(s16 courseNum, s16 starNum, s16 charCase):
Return a star name as an sm64 u8 string.
If charCase is 1, capitalize all letters.
If charCase is -1, decapitalize all letters except the first one of each word.
const char *get_star_name(s16 courseNum, s16 starNum):
Shortcut for get_star_name_ascii(courseNum, starNum, -1).
Added play_transition function to LUA.
I chose to copy the function declaration to smlua_misc_utils.h instead of adding area.h
to the autogen tool, as most structures, variables and functions in area.h aren't meant
to be used by LUA scripts.
Added a dev-only warp chat command.
This command signature is /warp [LEVEL] [AREA] [ACT]. Level can be either a number
or a shorthand name (bob, wf, ccm...). Area and Act are numbers.
This command is available only when building the game with DEBUG and DEVELOPMENT.
This command cannot be used if hosting through Discord.
Fixed a bug with moving sounds when they are played via a lua script.
Bug: Moving sounds (including terrain sounds, flying sound, quicksand sound)
are not played correctly when a lua script play them via a call of
play_sound or play_sound_with_freq_scale. This is due to how the moving
sounds are handled internally. They use the f32 pointer provided to the
play_sound functions to decide if the sound must be kept playing,
stopped or restarted. Most of the time, the pointer provided is the
cameraToObject field of Mario's object graph node. Since smlua uses a
circular buffer for Vec3f conversion, this pointer is lost, and the
sound engine can't decide what to do with the sound, resulting in a
weird and incorrect sound effect.
Fix: play_sound and play_sound_with_freq_scale now calls
smlua_get_vec3f_for_play_sound before filling the sound request queue,
to retrieve the correct pointer from the Vec3f provided by smlua.