* Add multiplayer extension
* Fix animation system to work when host is outside ISLE world
- Move TickHostSessions outside m_inIsleWorld gate so the host can
coordinate animations from any world
- Load animation catalog early in HandleCreate so the host can
coordinate before entering the ISLE world
- Use network-reported positions for remote player location detection
instead of requiring spawned ROIs
- Always erase sessions at launch — the host's job ends when the
animation starts; clients play and complete independently
- Replace BroadcastAnimComplete with locally-driven completion
callbacks: host generates eventId at launch, clients cache
completion JSON at start time, fire it when ScenePlayer finishes
- Make StopAnimation only do local cleanup (stop playback, cancel
own interest, reset coordinator) without destroying the session
host, so other players' sessions survive world transitions
- Broadcast state=0 in ResetAnimationState for full teardown paths
(shutdown, reconnect, host migration) so clients aren't left with
stale session state
* Fix use-after-free crash in ScenePlayer when remote player disconnects mid-animation
When a remote player's ROI is destroyed (disconnect, timeout, or respawn),
notify all active ScenePlayer instances to null out dangling references
before the ROI is freed. The animation engine already handles null ROI map
entries gracefully, so playback continues for remaining participants.
* Fix crash when performer's child ROIs are left dangling in ScenePlayer
NotifyROIDestroyed now walks the parent chain to also invalidate child
ROIs of the destroyed performer (head, limbs, etc.) that were placed
into the roiMap by BuildROIMap. The ancestor walk happens once; all
other fields are cleaned with simple pointer equality.
* Allow spectator to play click animation during scene playback
* Make PTATCAM track spectator ROI instead of camera in ScenePlayer
* Only regenerate emscripten version files when git state changes
Replace add_custom_target(ALL) with add_custom_command(OUTPUT) so the
version script only runs when .git/HEAD or the current branch ref file
changes, instead of on every build.
* Fix ROI name collision causing dangling pointers in NPC locomotion roiMaps
When ScenePlayer created cloned NPC ROIs for cooperative animations, it
renamed them to match the original character name and added them to the
ViewManager. This created a name collision: two ROIs with the same name.
The original game's AppendROIToScene searches by name and stops at the
first match, so if a locomotion BuildROIMap ran while the clone existed,
it could capture pointers to the clone's child ROIs. When the clone was
later destroyed (CleanupProps), those roiMap entries became dangling
pointers, crashing in AnimateWithTransform at roi.h:151 (SetVisibility).
Fix: use the alias mechanism (already supported by AnimUtils::BuildROIMap)
instead of renaming clones. Also unify all ROI name generation behind a
shared counter to prevent character manager key collisions.
CI / ${{ matrix.name }} (false, -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=10.0.26100.0, false, false, Visual Studio 17 2022, true, Xbox One, windows-latest, amd64, false, true) (push) Has been cancelled
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake, false, devkitpro/devkitarm:latest, false, Ninja, true, Nintendo 3DS, ubuntu-latest, true) (push) Has been cancelled
CI / ${{ matrix.name }} (false, -DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Switch.cmake, false, devkitpro/devkita64:latest, false, Ninja, Nintendo Switch, true, ubuntu-latest, true) (push) Has been cancelled
Introduces a third person camera system with orbit camera, input handling
(mouse/keyboard/touch/gamepad), display actor cloning, and camera-relative
movement. Includes shared character utilities (animator, cloner, customizer)
and an IExtraAnimHandler interface for optional animation extensions.
Also includes generic base game fixes and extension system improvements.
* Show imgui window when starting app with --debug
* g_closed test in SDL_AppIterate is still needed
* Allow disabling isleapp debugging by configuring with -DISLE_DEBUG=OFF
* clang-format
* cmake: copy DLL dependencies to output path
This also copies SDL3.dll from an external path when using system
dependencies.
* Only include <SDL3/SDL.h>
* isle: parse cli argument (--ini for custom ini path)
* Use SDL_CreateWIndowWithProperties to create SDL window
Less branching => Clearer code
* Log mxdirectx failure using SDL_Log + E_NOINTERFACE
* Fix d3drm32.def for msvc
* Define D3DRM_WINE when using d3drm from wine
* Ignore failed assertions from d3drm unimplemented functions
* inparser will/should create libiniparser.lib for static libraries and iniparser.lib for a shared library
* d3drm: store LPVOID data instead of DWORD
* m_extraCharacterId is an integer, not a pointer
* cmake: look for iniparser using config file first, then try our custom module file
Our custom module file is still useful.
My linux distro does not package the cmake files.
* x86's stdcall becomes MS's x64 calling canvention
* Fix 64-bit mxdsbuffer pointer arithmetic
* Casting from void* to a smaller-sized integer needs an intermediate equally-sized integer
* Don't cast address to scalar (this is fishy)
* Add mingw64 build to the ci matrix
* Ignore -Wdiscarded-qualifiers warning with const vtables
* Ignore different 'const' qualifiers with MSVC
* Create d3dxof import library for MSVC
* DESCRIPTION in .def file(s) is deprecated
* Assume mmx is supported on x64, require a test for x86 and disabled on other archs
* 32- and 64-bit LEGO1.dll export different symbol names
* Introduce d3drm_guid containing the guids of d3drm
* Disable __wine_dbg_cdecl
* Include d3drm directory with EXCLUDE_FROM_ALL
* lego1 leaks d3drm headers
* Add dxfile.h
* Add 64-bit MSVC to the build matrix
* cmake: using ISLE_USE_DX5 means going all-in
* Load d3dxof.dll dynamically
* cmake: don't emit a warning about bitness anymore
* Fix engineConfig declaration crossing jump
This fixes the following error:
```
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp: In member function 'virtual MxResult MxSoundManager::Create(MxU32, MxBool)':
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp:119:1: error: jump to label 'done'
119 | done:
| ^~~~
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp:78:22: note: from here
78 | goto done;
| ^~~~
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp:84:26: note: crosses initialization of 'ma_engine_config engineConfig'
84 | ma_engine_config engineConfig = ma_engine_config_init();
| ^~~~~~~~~~~~
```
* Fix 'invalid conversion from 'SDL_FunctionPointer' {aka 'void (*)()'} to 'void*'
* /SAFESEH:NO is a VC thing
* SDL3 is still instable
* Cannot forward declare and use enum
* Remove MusicManager from public LEGO1.DLL interface
* Copy d3d from wine git 6c5d17af07a318d754c0c21023b2d162a0d3725d
* Build d3drm-wine with 32-bit mingw
* cmake: move 3rd party targets to cmake script in 3rdparty directory
* cmake: bump minimum required CMake version to 3.25 to allow adding a subproject with SYSTEM automatically applied
An alternative would be to use SYSTEM in target_include_directories in the 3rd party cmake script.
* Add a minimal Findiniparser.cmake (not all distributions carry the upstream iniparser-config.cmake files)
* Add wine's d3drm headers
* cmake: merge ISLE_USE_DX5_LIBS into ISLE_USE_DX5
* cmake: Build all shared libraries in the binary output directory (to avoid PATH issues)
* ci: enable msys2 mingw32 build
* Disable clang-tidy on d3drm wine
* Thread functions must have SDLCALL call convention
* cmake: disable clang-tidy for miniaudio and libsmacker as well
* Hopefully fix c++ format and skip ncc naming violation
* clang-format violations keep up popping out of nowhere
* No need for lego/legoomni/include
* ncc: define SDLCALL as empty instead
* Use COMPAT_MODE macro to fix errors with mingw gcc 12.2
* MxOmni::m_timerRunning is a MxBool
* MxDirect3D::m_unk0x88c is a MxBool
* MxBackgroundAudioManager::m_unk0x13c is a MxS32
* Fix warning: deleting 'void*' is undefined [-Wdelete-incomplete]
* Fix inline function 'void TglImpl::RendererImpl::Destroy()' used but never defined
* Fix warning: inline function 'MxStreamerSubClass1::MxStreamerSubClass1(undefined4)' used but never defined
* Use `FALSE` for m_timerRunning
* Format
* Format
* Remove comment
* Limit scope for variables in compat mode
* clang-format
---------
Co-authored-by: Christian Semmler <mail@csemmler.com>
* Add LEGO1.DLL resources
* Rename smack files to lowercase
This fixes casing issues with mingw on Linux
Also use double quotes for #error
* cmake: dxguid must come after dinput
* cmake: create LEGO1.DLL instead of libLEGO1.DLL, when using mingw
* act3actor.h was not including mxcore.h, and using incorrect override
* g_mcoreCount seem to be signed integers
* LegoCameraController: return references to static data in stub functions
* Include string.h, stdlib.h and stdio.h for use of libc functions
* Override MxAtomId::operator!=
* Fix use of STL's std::map + std::vector
* Fix template functions for mingw
* iterator object is used after the for loop
* IDirectDrawSurface::BltFast's first 2 arguments are x/y coordinates, not pointers
* Add stub ViewLODListManager::Lookup
* Fixes
* Format
* Remove unnecessary COMPAT_CONST use
---------
Co-authored-by: Christian Semmler <mail@csemmler.com>
* Bootstrap MxSmack
* Add comment about incorrect structure
* Fix naming
* Fix name
* Add a comment about SDK
* Add names from Smacker SDK
* Use SMACK.LIB and interface
* Use RAD.H defined types
* Use different commets
* Fix member offset
* Update mxsmack.cpp
* MxFlcPresenter: vtable70
* begin work on MxFlcPresenter's m_unk64
* Add another function that makes use of the FLIC header
* Remove space
---------
Co-authored-by: Christian Semmler <mail@csemmler.com>
* implement/match CalcLocalTransform
* fix odd build error
* address feedback
move vec.h to thirdparty folder
update vec.h
move all realtime code to realtime folder
move calclocaltransform out of legoutil and into realtime
cast shift to MxS32
add additional unroll hack to CalcLocalTransform to prevent msvc entropy
* add smartheap
* cmake: bump even further
* this seemed to be necessary but now it isn't? ok
* cmake: force include smrtheap.hpp
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
* cmake: force include smrtheap.hpp 2
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
* remove compiler defs - unnecessary if force-including anyway
* cmake: use interface for cleaner code
---------
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>