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Mat Stack Fix
* Implemented new lightweight CPU/RDP profiler * Added RSP profiling to the lightweight profiler * Added CPU audio to lightweight profiler * Changed lingering manual light struct definitions to gdSPDefLights1, made a dummy light for Koopa's pink shorts * Ran script to convert all light commands to lightcolor commands * Added define guards for the profiler * Wrote function for setting up global light direction in the frame * Moved camera matrix into projection stack * Corrected cameraToObject for the new matrix stack (fixes culling and sound) * Fixed billboarding with new matrix stack * Fixed shadows with new matrix stack * Fixed some areas where the game was previously extracting the camera matrix from various matrices * Restored vanilla light and env map directions under new matrix stack * Fix goddard crash * Fix geo_process_level_of_detail * Remove 'construct_float' from 'geo_process_level_of_detail' * Removed some accidentally added files * Removed unnecessary matrix multiplications in geo_process_object * Added fixlights script to build system for fixing custom assets and added option to disable it if needed * Fixed visual debug with new matstack and cleaned up visual debug code * Fixed handling of WORLD_SCALE in view matrix so it doesn't get cancelled out * Fixed clip planes not scaling based on WORLD_SCALE Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com> Co-authored-by: Arceveti <arceveti@gmail.com> Co-authored-by: thecozies <collinpferguson@gmail.com>
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@@ -1,52 +1,20 @@
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// Unagi (Eel)
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// Unreferenced light group
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UNUSED static const Lights1 unagi_lights_unused1 = gdSPDefLights1(
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0x2c, 0x25, 0x00,
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0xb2, 0x94, 0x00, 0x28, 0x28, 0x28
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);
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// Unreferenced light group
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UNUSED static const Lights1 unagi_lights_unused2 = gdSPDefLights1(
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0x35, 0x00, 0x00,
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0xd5, 0x00, 0x00, 0x28, 0x28, 0x28
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);
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// Unreferenced light group
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UNUSED static const Lights1 unagi_lights_unused3 = gdSPDefLights1(
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0x37, 0x00, 0x00,
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0xdd, 0x00, 0x00, 0x28, 0x28, 0x28
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);
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// Unreferenced light group
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UNUSED static const Lights1 unagi_lights_unused4 = gdSPDefLights1(
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0x3f, 0x3f, 0x3f,
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0xff, 0xff, 0xff, 0x28, 0x28, 0x28
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);
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// Unreferenced light group
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UNUSED static const Lights1 unagi_lights_unused5 = gdSPDefLights1(
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0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x28, 0x28, 0x28
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);
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// Unreferenced light group
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UNUSED static const Lights1 unagi_lights_unused6 = gdSPDefLights1(
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0x34, 0x00, 0x00,
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0xd2, 0x00, 0x00, 0x28, 0x28, 0x28
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);
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// Unreferenced light group
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UNUSED static const Lights1 unagi_lights_unused7 = gdSPDefLights1(
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0x34, 0x00, 0x00,
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0xd3, 0x00, 0x00, 0x28, 0x28, 0x28
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);
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// Unreferenced light group
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UNUSED static const Lights1 unagi_lights_unused8 = gdSPDefLights1(
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0x3f, 0x3f, 0x3f,
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0xff, 0xff, 0xff, 0x28, 0x28, 0x28
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);
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// 0x0500AF20
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ALIGNED8 static const Texture unagi_seg5_texture_0500AF20[] = {
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