mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-04 08:35:09 -05:00
update to latest LUS main (#4202)
Includes supporting changes from: * https://github.com/HarbourMasters/Shipwright/pull/4197 (alt assets variable changes) * https://github.com/HarbourMasters/Shipwright/pull/4199 (WindowBackend enum changes) * https://github.com/HarbourMasters/Shipwright/pull/4200 (Extract gMtxClear) --------- Co-authored-by: Malkierian <malkierian@gmail.com> Co-authored-by: inspectredc <inspectredc@gmail.com>
This commit is contained in:
parent
b8c7c71578
commit
736dccb00b
@ -16,7 +16,6 @@ set(CVAR_STATS_WINDOW_OPEN "${CVAR_PREFIX_WINDOW}.Stats" CACHE STRING "")
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set(CVAR_ENABLE_MULTI_VIEWPORTS "${CVAR_PREFIX_SETTING}.EnableMultiViewports" CACHE STRING "")
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set(CVAR_LOW_RES_MODE "${CVAR_PREFIX_SETTING}.LowResMode" CACHE STRING "")
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set(CVAR_SIMULATED_INPUT_LAG "${CVAR_PREFIX_SETTING}.SimulatedInputLag" CACHE STRING "")
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set(CVAR_ALT_ASSETS "${CVAR_PREFIX_ENHANCEMENT}.AltAssets" CACHE STRING "")
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set(CVAR_GAME_OVERLAY_FONT "${CVAR_PREFIX_SETTING}.OverlayFont" CACHE STRING "")
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set(CVAR_MENU_BAR_OPEN "${CVAR_PREFIX_SETTING}.OpenMenuBar" CACHE STRING "")
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set(CVAR_PREFIX_CONTROLLERS "${CVAR_PREFIX_SETTING}.Controllers" CACHE STRING "")
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@ -1 +1 @@
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Subproject commit 9def18e62467b4225d26e206e0039a31ed406573
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Subproject commit fb10cd2feb488cf58899a7d5283195fc50b07b23
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5
soh/assets/xml/GC_MQ_D/code/sys_matrix.xml
Normal file
5
soh/assets/xml/GC_MQ_D/code/sys_matrix.xml
Normal file
@ -0,0 +1,5 @@
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<Root>
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<File Name="code" OutName="sys_matrix" RangeStart="0x110CC0" RangeEnd="0x110D00">
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<Mtx Name="gMtxClear" Offset="0x110CC0"/>
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</File>
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</Root>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_scene" Segment="2">
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<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13E00" TlutOffset="0x13BF8" AddedByScript="true"/>
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<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x14600" TlutOffset="0x13BF8" AddedByScript="true"/>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_boss_scene" Segment="2">
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<Scene Name="bdan_boss_scene" Offset="0x0"/>
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</File>
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5
soh/assets/xml/GC_MQ_PAL_F/code/sys_matrix.xml
Normal file
5
soh/assets/xml/GC_MQ_PAL_F/code/sys_matrix.xml
Normal file
@ -0,0 +1,5 @@
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<Root>
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<File Name="code" OutName="sys_matrix" RangeStart="0xEAD00" RangeEnd="0xEAD40">
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<Mtx Name="gMtxClear" Offset="0xEAD00"/>
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</File>
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</Root>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_scene" Segment="2">
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<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13E00" TlutOffset="0x13BF8" AddedByScript="true"/>
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<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x14600" TlutOffset="0x13BF8" AddedByScript="true"/>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_boss_scene" Segment="2">
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<Scene Name="bdan_boss_scene" Offset="0x0"/>
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</File>
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5
soh/assets/xml/GC_NMQ_D/code/sys_matrix.xml
Normal file
5
soh/assets/xml/GC_NMQ_D/code/sys_matrix.xml
Normal file
@ -0,0 +1,5 @@
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<Root>
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<File Name="code" OutName="sys_matrix" RangeStart="0x110CE0" RangeEnd="0x110D20">
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<Mtx Name="gMtxClear" Offset="0x110CE0"/>
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</File>
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</Root>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_scene" Segment="2">
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<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13DE0" TlutOffset="0x13BD8" AddedByScript="true"/>
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<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x145E0" TlutOffset="0x13BD8" AddedByScript="true"/>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_boss_scene" Segment="2">
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<Scene Name="bdan_boss_scene" Offset="0x0"/>
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</File>
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5
soh/assets/xml/GC_NMQ_PAL_F/code/sys_matrix.xml
Normal file
5
soh/assets/xml/GC_NMQ_PAL_F/code/sys_matrix.xml
Normal file
@ -0,0 +1,5 @@
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<Root>
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<File Name="code" OutName="sys_matrix" RangeStart="0xEAD20" RangeEnd="0xEAD60">
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<Mtx Name="gMtxClear" Offset="0xEAD20"/>
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</File>
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</Root>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_scene" Segment="2">
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<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13DE0" TlutOffset="0x13BD8" AddedByScript="true"/>
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<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x145E0" TlutOffset="0x13BD8" AddedByScript="true"/>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_boss_scene" Segment="2">
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<Scene Name="bdan_boss_scene" Offset="0x0"/>
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</File>
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5
soh/assets/xml/N64_PAL_10/code/sys_matrix.xml
Normal file
5
soh/assets/xml/N64_PAL_10/code/sys_matrix.xml
Normal file
@ -0,0 +1,5 @@
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<Root>
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<File Name="code" OutName="sys_matrix" RangeStart="0xEB620" RangeEnd="0xEB660">
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<Mtx Name="gMtxClear" Offset="0xEB620"/>
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</File>
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</Root>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_scene" Segment="2">
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<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13DE0" TlutOffset="0x13BD8" AddedByScript="true"/>
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<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x145E0" TlutOffset="0x13BD8" AddedByScript="true"/>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_boss_scene" Segment="2">
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<Scene Name="bdan_boss_scene" Offset="0x0"/>
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</File>
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5
soh/assets/xml/N64_PAL_11/code/sys_matrix.xml
Normal file
5
soh/assets/xml/N64_PAL_11/code/sys_matrix.xml
Normal file
@ -0,0 +1,5 @@
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<Root>
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<File Name="code" OutName="sys_matrix" RangeStart="0xEB660" RangeEnd="0xEB6A0">
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<Mtx Name="gMtxClear" Offset="0xEB660"/>
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</File>
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</Root>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_scene" Segment="2">
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<Texture Name="bdan_sceneTex_013E00" OutName="bdan_sceneTex_013E00" Format="ci8" Width="32" Height="64" Offset="0x13DE0" TlutOffset="0x13BD8" AddedByScript="true"/>
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<Texture Name="bdan_sceneTex_014600" OutName="bdan_sceneTex_014600" Format="ci8" Width="32" Height="32" Offset="0x145E0" TlutOffset="0x13BD8" AddedByScript="true"/>
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@ -1,4 +1,5 @@
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<Root>
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<ExternalFile XmlPath="code/sys_matrix.xml" OutPath="code/sys_matrix/"/>
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<File Name="bdan_boss_scene" Segment="2">
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<Scene Name="bdan_boss_scene" Offset="0x0"/>
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</File>
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@ -149,6 +149,8 @@ Color_RGB8 zoraColor = { 0x00, 0xEC, 0x64 };
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float previousImGuiScale;
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bool prevAltAssets = false;
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// Same as NaviColor type from OoT src (z_actor.c), but modified to be sans alpha channel for Controller LED.
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typedef struct {
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Color_RGB8 inner;
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@ -320,6 +322,8 @@ OTRGlobals::OTRGlobals() {
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// tell LUS to reserve 3 SoH specific threads (Game, Audio, Save)
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context->InitResourceManager(OTRFiles, {}, 3);
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prevAltAssets = CVarGetInteger(CVAR_ENHANCEMENT("AltAssets"), 0);
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context->GetResourceManager()->SetAltAssetsEnabled(prevAltAssets);
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context->InitControlDeck({BTN_MODIFIER1, BTN_MODIFIER2});
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context->GetControlDeck()->SetSinglePlayerMappingMode(true);
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@ -468,7 +472,7 @@ bool OTRGlobals::HasOriginal() {
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}
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uint32_t OTRGlobals::GetInterpolationFPS() {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::DX11) {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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return CVarGetInteger(CVAR_SETTING("InterpolationFPS"), 20);
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}
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@ -484,9 +488,6 @@ struct ExtensionEntry {
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std::string ext;
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};
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extern uintptr_t clearMtx;
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extern "C" Mtx gMtxClear;
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extern "C" MtxF gMtxFClear;
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extern "C" void OTRMessage_Init();
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extern "C" void AudioMgr_CreateNextAudioBuffer(s16* samples, u32 num_samples);
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extern "C" void AudioPlayer_Play(const uint8_t* buf, uint32_t len);
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@ -1145,7 +1146,6 @@ extern "C" void InitOTR() {
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GameInteractorSail::Instance = new GameInteractorSail();
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#endif
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clearMtx = (uintptr_t)&gMtxClear;
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OTRMessage_Init();
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OTRAudio_Init();
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OTRExtScanner();
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@ -1254,8 +1254,6 @@ extern "C" uint64_t GetUnixTimestamp() {
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return (uint64_t)millis.count();
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}
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extern bool ToggleAltAssetsAtEndOfFrame;
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extern "C" void Graph_StartFrame() {
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#ifndef __WIIU__
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using Ship::KbScancode;
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@ -1337,7 +1335,7 @@ extern "C" void Graph_StartFrame() {
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}
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#endif
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case KbScancode::LUS_KB_TAB: {
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ToggleAltAssetsAtEndOfFrame = true;
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CVarSetInteger(CVAR_ENHANCEMENT("AltAssets"), !CVarGetInteger(CVAR_ENHANCEMENT("AltAssets"), 0));
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break;
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}
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}
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@ -1420,11 +1418,10 @@ extern "C" void Graph_ProcessGfxCommands(Gfx* commands) {
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}
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}
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if (ToggleAltAssetsAtEndOfFrame) {
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ToggleAltAssetsAtEndOfFrame = false;
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// Actually update the CVar now before runing the alt asset update listeners
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CVarSetInteger(CVAR_ALT_ASSETS, !CVarGetInteger(CVAR_ALT_ASSETS, 0));
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bool curAltAssets = CVarGetInteger(CVAR_ENHANCEMENT("AltAssets"), 0);
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if (prevAltAssets != curAltAssets) {
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prevAltAssets = curAltAssets;
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Ship::Context::GetInstance()->GetResourceManager()->SetAltAssetsEnabled(curAltAssets);
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gfx_texture_cache_clear();
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SOH::SkeletonPatcher::UpdateSkeletons();
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GameInteractor::Instance->ExecuteHooks<GameInteractor::OnAssetAltChange>();
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@ -1610,10 +1607,14 @@ extern "C" uint8_t ResourceMgr_FileAltExists(const char* filePath) {
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return ExtensionCache.contains(path);
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}
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extern "C" bool ResourceMgr_IsAltAssetsEnabled() {
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return Ship::Context::GetInstance()->GetResourceManager()->IsAltAssetsEnabled();
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}
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// Unloads a resource if an alternate version exists when alt assets are enabled
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// The resource is only removed from the internal cache to prevent it from used in the next resource lookup
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extern "C" void ResourceMgr_UnloadOriginalWhenAltExists(const char* resName) {
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if (CVarGetInteger(CVAR_ALT_ASSETS, 0) && ResourceMgr_FileAltExists((char*) resName)) {
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if (ResourceMgr_IsAltAssetsEnabled() && ResourceMgr_FileAltExists((char*)resName)) {
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ResourceMgr_UnloadResource((char*) resName);
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}
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}
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@ -1964,7 +1965,7 @@ extern "C" SkeletonHeader* ResourceMgr_LoadSkeletonByName(const char* path, Skel
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pathStr = pathStr.substr(sOtr.length());
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}
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bool isAlt = CVarGetInteger(CVAR_ALT_ASSETS, 0);
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bool isAlt = ResourceMgr_IsAltAssetsEnabled();
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if (isAlt) {
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pathStr = Ship::IResource::gAltAssetPrefix + pathStr;
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@ -137,6 +137,7 @@ void Ctx_ReadSaveFile(uintptr_t addr, void* dramAddr, size_t size);
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void Ctx_WriteSaveFile(uintptr_t addr, void* dramAddr, size_t size);
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uint64_t GetPerfCounter();
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bool ResourceMgr_IsAltAssetsEnabled();
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struct SkeletonHeader* ResourceMgr_LoadSkeletonByName(const char* path, SkelAnime* skelAnime);
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void ResourceMgr_UnregisterSkeleton(SkelAnime* skelAnime);
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void ResourceMgr_ClearSkeletons();
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@ -43,7 +43,6 @@
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#include "Enhancements/resolution-editor/ResolutionEditor.h"
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#include "Enhancements/debugger/MessageViewer.h"
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bool ToggleAltAssetsAtEndOfFrame = false;
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bool isBetaQuestEnabled = false;
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extern "C" {
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@ -37,7 +37,6 @@
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#include "Enhancements/randomizer/randomizer_settings_window.h"
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#include "Enhancements/resolution-editor/ResolutionEditor.h"
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extern bool ToggleAltAssetsAtEndOfFrame;
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extern bool isBetaQuestEnabled;
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extern "C" PlayState* gPlayState;
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@ -319,7 +318,7 @@ void DrawSettingsMenu() {
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{ // FPS Slider
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const int minFps = 20;
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static int maxFps;
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::DX11) {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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maxFps = 360;
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} else {
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maxFps = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
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@ -387,12 +386,12 @@ void DrawSettingsMenu() {
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Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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#else
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bool matchingRefreshRate =
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CVarGetInteger(CVAR_SETTING("MatchRefreshRate"), 0) && Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() != Ship::WindowBackend::DX11;
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CVarGetInteger(CVAR_SETTING("MatchRefreshRate"), 0) && Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() != Ship::WindowBackend::FAST3D_DXGI_DX11;
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UIWidgets::PaddedEnhancementSliderInt(
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(currentFps == 20) ? "Frame Rate: Original (20 fps)" : "Frame Rate: %d fps",
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"##FPSInterpolation", CVAR_SETTING("InterpolationFPS"), minFps, maxFps, "", 20, true, true, false, matchingRefreshRate);
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#endif
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::DX11) {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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UIWidgets::Tooltip(
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"Uses Matrix Interpolation to create extra frames, resulting in smoother graphics.\n"
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"This is purely visual and does not impact game logic, execution of glitches etc.\n"
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@ -407,7 +406,7 @@ void DrawSettingsMenu() {
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}
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} // END FPS Slider
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::DX11) {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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UIWidgets::Spacer(0);
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if (ImGui::Button("Match Frame Rate to Refresh Rate")) {
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int hz = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
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@ -421,7 +420,7 @@ void DrawSettingsMenu() {
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}
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UIWidgets::Tooltip("Matches interpolation value to the game window's current refresh rate.");
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::DX11) {
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if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() == Ship::WindowBackend::FAST3D_DXGI_DX11) {
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UIWidgets::PaddedEnhancementSliderInt(CVarGetInteger(CVAR_SETTING("ExtraLatencyThreshold"), 80) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
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"##ExtraLatencyThreshold", CVAR_SETTING("ExtraLatencyThreshold"), 0, 360, "", 80, true, true, false);
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UIWidgets::Tooltip(
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@ -444,17 +443,16 @@ void DrawSettingsMenu() {
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UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
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static std::unordered_map<Ship::WindowBackend, const char*> windowBackendNames = {
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{ Ship::WindowBackend::DX11, "DirectX" },
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{ Ship::WindowBackend::SDL_OPENGL, "OpenGL"},
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{ Ship::WindowBackend::SDL_METAL, "Metal" },
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{ Ship::WindowBackend::GX2, "GX2"}
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{ Ship::WindowBackend::FAST3D_DXGI_DX11, "DirectX" },
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{ Ship::WindowBackend::FAST3D_SDL_OPENGL, "OpenGL"},
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{ Ship::WindowBackend::FAST3D_SDL_METAL, "Metal" }
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};
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ImGui::Text("Renderer API (Needs reload)");
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Ship::WindowBackend runningWindowBackend = Ship::Context::GetInstance()->GetWindow()->GetWindowBackend();
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Ship::WindowBackend configWindowBackend;
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int configWindowBackendId = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.Backend.Id", -1);
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if (configWindowBackendId != -1 && configWindowBackendId < static_cast<int>(Ship::WindowBackend::BACKEND_COUNT)) {
|
||||
if (Ship::Context::GetInstance()->GetWindow()->IsAvailableWindowBackend(configWindowBackendId)) {
|
||||
configWindowBackend = static_cast<Ship::WindowBackend>(configWindowBackendId);
|
||||
} else {
|
||||
configWindowBackend = runningWindowBackend;
|
||||
@ -1086,12 +1084,7 @@ void DrawEnhancementsMenu() {
|
||||
if (ImGui::BeginMenu("Graphics"))
|
||||
{
|
||||
if (ImGui::BeginMenu("Mods")) {
|
||||
if (UIWidgets::PaddedEnhancementCheckbox("Use Alternate Assets", CVAR_ALT_ASSETS, false, false)) {
|
||||
// The checkbox will flip the alt asset CVar, but we instead want it to change at the end of the game frame
|
||||
// We toggle it back while setting the flag to update the CVar later
|
||||
CVarSetInteger(CVAR_ALT_ASSETS, !CVarGetInteger(CVAR_ALT_ASSETS, 0));
|
||||
ToggleAltAssetsAtEndOfFrame = true;
|
||||
}
|
||||
UIWidgets::PaddedEnhancementCheckbox("Use Alternate Assets", CVAR_ENHANCEMENT("AltAssets"), false, false);
|
||||
UIWidgets::Tooltip("Toggle between standard assets and alternate assets. Usually mods will indicate if this setting has to be used or not.");
|
||||
UIWidgets::PaddedEnhancementCheckbox("Disable Bomb Billboarding", CVAR_ENHANCEMENT("DisableBombBillboarding"), true, false);
|
||||
UIWidgets::Tooltip("Disables bombs always rotating to face the camera. To be used in conjunction with mods that want to replace bombs with 3D objects.");
|
||||
|
@ -65,12 +65,11 @@ void SkeletonPatcher::ClearSkeletons()
|
||||
}
|
||||
|
||||
void SkeletonPatcher::UpdateSkeletons() {
|
||||
bool isHD = CVarGetInteger(CVAR_ALT_ASSETS, 0);
|
||||
auto resourceMgr = Ship::Context::GetInstance()->GetResourceManager();
|
||||
bool isHD = resourceMgr->IsAltAssetsEnabled();
|
||||
for (auto skel : skeletons) {
|
||||
Skeleton* newSkel =
|
||||
(Skeleton*)Ship::Context::GetInstance()->GetResourceManager()
|
||||
->LoadResource((isHD ? Ship::IResource::gAltAssetPrefix : "") + skel.vanillaSkeletonPath, true)
|
||||
.get();
|
||||
(Skeleton*)resourceMgr->LoadResource((isHD ? Ship::IResource::gAltAssetPrefix : "") + skel.vanillaSkeletonPath, true).get();
|
||||
|
||||
if (newSkel != nullptr) {
|
||||
skel.skelAnime->skeleton = newSkel->skeletonData.skeletonHeader.segment;
|
||||
|
@ -467,7 +467,7 @@ void GameState_Destroy(GameState* gameState) {
|
||||
// Performing clear skeletons before unload resources fixes an actor heap corruption crash due to the skeleton patching system.
|
||||
ResourceMgr_ClearSkeletons();
|
||||
|
||||
if (CVarGetInteger(CVAR_ALT_ASSETS, 0)) {
|
||||
if (ResourceMgr_IsAltAssetsEnabled()) {
|
||||
ResourceUnloadDirectory("alt/*");
|
||||
gfx_texture_cache_clear();
|
||||
}
|
||||
|
@ -141,7 +141,7 @@ static const ALIGN_ASSET(2) char rGfxPrintFontDataAlt[] = drGfxPrintFontDataAlt;
|
||||
// https://github.com/HarbourMasters/Shipwright/issues/2762
|
||||
typedef enum {hardcoded, otrDefault, otrAlt} font_texture_t;
|
||||
font_texture_t GfxPrint_TextureToUse() {
|
||||
if (CVarGetInteger(CVAR_ALT_ASSETS, 0) && ResourceMgr_FileExists(rGfxPrintFontDataAlt)) {
|
||||
if (ResourceMgr_IsAltAssetsEnabled() && ResourceMgr_FileExists(rGfxPrintFontDataAlt)) {
|
||||
// If we have alt assets enabled, and we have alt prefixed font texture, use that
|
||||
return otrAlt;
|
||||
} else if (ResourceMgr_FileExists(rGfxPrintFontData)) {
|
||||
|
Loading…
Reference in New Issue
Block a user