When skipping the intro quickly, a child presenter's action can become
NULL during Tickle() due to a race with the cancellation system. Between
the parent's CurrentChunk() peek and the child's internal CurrentChunk()
call during Tickle(), a DS_CHUNK_BIT3 chunk can be prepended to the
subscriber queue, causing the child to cascade through DoneTickle and
EndAction which sets m_action to NULL.
Add a null check for GetAction() after Tickle(), consistent with the
existing guard in the !m_allChildrenStreaming branch.
Add SiLoader EnableWith directive and HandleEnable hook to trigger
loading when a world becomes active. Build rabbits.si from pre-built
model (.mod) and animation (.ani) assets using the same ReplaceWithFile
pattern as other asset generators. Two rabbits (Blaubart and Fluse) hop
between plants with synchronized paths, ear twitching, and tail wagging.
* 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.
* BETA matches for LegoEdge and related
* Some progress on CheckIntersections
* Cleanup
* Fix duplicate offset
---------
Co-authored-by: jonschz <jonschz@users.noreply.github.com>
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) Waiting to run
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) Waiting to run
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) Waiting to run
* Clear unknowns in `LegoAnimPresenter`, `LegoLocomotionAnimPresenter` and `LegoHideAnimPresenter`
* Clear visibility unknowns in animation presenters
---------
Co-authored-by: Florian Kaiser <mail@floriankaiser.org>
Co-authored-by: Christian Semmler <mail@csemmler.com>
* Rename FUN_1005d4b0 to UpdateMapLocatorPosition
* Rename m_unk0x08 to m_mapEnabled
* Rename m_unk0x14 to m_worldXOffset
* Rename m_unk0x1c to m_worldYOffset
* Rename m_unk0x18 to m_worldXScale
* Rename m_unk0x20 to m_worldYScale
* Rename m_unk0x24 to m_screenXScale
* Rename m_unk0x28 to m_screenYScale
* Rename m_unk0x2c to m_screenXOffset
* Rename m_unk0x30 to m_screenYOffset
* Rename worldY to worldZ
---------
Co-authored-by: Christian Semmler <mail@csemmler.com>
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
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
Plug all leaks when moving around in the Information Center.
This does not include:
- loading a save game
- starting a new game
- selecting a LEGO character and enter the world
- launching a paper plane on the observation deck
* beta match LegoLOD, part 1
* Fix name collision for Ghidra
* More LegoLOD matches
* LegoMesh and LegoColor matches
* Various matches
* 73 % beta match on LegoLOD::Read
* Fix LEGO1 regressions, improve match
* 70.93 % on LEGO1
* 72.85 %, stack too small now
* Cleanup
* Cleanup
---------
Co-authored-by: jonschz <jonschz@users.noreply.github.com>
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) Waiting to run
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) Waiting to run
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) Waiting to run
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) Waiting to run
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) Waiting to run
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) Waiting to run
Making the destructor virtual assures the destructor of the subclass is
called.
This fixes a new-delete-type-mismatch sanitizer error,
emitted when exiting the game.