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Release: v2.1.3 #755
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Release: v2.1.3 #755
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gheskett
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Jan 21, 2024
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- Preserve vanilla reverb downsampling behavior whenever BETTER_REVERB isn't in use #727
- Disable unrelated buttons controlling S&Q menu and pausing #728
- Update Dockerfile to Ubuntu 22.04 as 18.04 is EOL #731
- Add DEBUG_ASSERTIONS define and enable it by default #730
- Add relevant model ID asserts to level script load commands #722
- Define changes for transitions, two bug fixes #739
- Fix silhouette occlusion layers rendering twice #748
- Fix Boo's Accelerating Upwards During Textbox (Vanilla Bug) #742
- Add assert for beginning geo layout command #738
- Fix weird text on Project64 GLideN64 #715
- Fix rumble Issues #756
- Update version to 2.1.3 #754
* Update Dockerfile to Ubuntu 22.04 as 18.04 is EOL * Dockerfile: Use modern syntax for mounting * Add gcc-mips-linux-gnu to dockerfile
Co-authored-by: someone2639 <[email protected]>
* Fixed one or two bugs, cleaned up a few things, put every non vanilla styled change into POLISHED_TRANSITIONS And renamed set_and_reset_transition_fade_timer * Undid the renaming of set_and_reset_transition_fade_timer as suggested
If a `Go On A Ghost Hunt` Boo is killed while it has a gravity of -1 (at the bottom of its oscillation), and does not hit a wall, it will keep the same negative gravity and continue moving until the textbox is closed. Boo Y speed isn't capped in this scenario, so the constant -1 gravity leads to the boo moving upwards at an increasing rate. This leads to issues in `boo_act_4`. The distance eventually increases to a point where the boo object is too far to be returned in `cur_obj_nearest_object_with_behavior`. This can have 2 buggy effects: - the wrong dialog box being brought up if the textbox is delayed (easiest to do by hanging on a ledge). - the puzzle solved jingle being played incorrectly if you wait in the textbox long enough This doesn't actually cause issues with King Boo, it just brings up the wrong text box. King Boo spawning is unaffected by this bug. The fix is to stop the boo after the death animation has finished playing, stopping the boo from accelerating upwards. I don't believe this to cause any other issues (the boo is already dead after all!) Thanks to Kyman for finding this bug.
* geo layout assert * new idea * Change assert message, add crash screen newline support, and change debug safeguards --------- Co-authored-by: Gregory Heskett <[email protected]>
Included in the PR will be a list of comparisons. This does two things: 1. Restores the `dl_ia_text_tex_settings` from the original Super Mario 64. Not sure why this was changed. 2. Changes the S coordinate of two vertices from `vertex_ia8_char` from 480 to 512. This is an error from the original game.
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Jan 21, 2024
arthurtilly
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Jan 21, 2024
someone2639
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Jan 27, 2024
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lgtm or whatever they say
* Missed important use of thread6 stack define * Fix build issues with rumble
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