* 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.
Each part consists of two "blocks" where every block has a list of
indices which reference into a list of names and the actual index used
for the list of indices.
By doing that, it is possible to reuse the list of name for every actor
and instead have a "sublist" through the indices list.
* Clear unknowns in LegoROI and related classes
* Update names
* Consistently naming: `GetTextureInfo`
---------
Co-authored-by: Christian Semmler <mail@csemmler.com>
* Use strcasecmp, strncasecmp, strlwr, strupr and itoa from SDL
* Use SDL_GetTicks instead of timeGetTime
* Use MxDSFile::OPEN_READ instead of OF_READ
* Use SDL_IOStream to read bitmaps
* Use SDL_LogXXX instead of OutputDebugString
* Undo mxvideoparam.h change
* Revert "Undo mxvideoparam.h change"
This reverts commit 4a20cf6c46.
* Fix _MxTrace
* Reapply "Undo mxvideoparam.h change"
This reverts commit b3a09dc520.
* fix _MxTrace
* Use __declspec(dllexport) for exporting symbols from dll
Refactored CMake script such that all objects are passed to the lego1 library.
* clang-format
* fix msvc build
* MSVC fixed for real now?
* Forgot about d3drm_guid
* Fix naming issue
* Use Uint64 in LegoCarBuild::Tickle for dTime
* Use SDL IOStream in for MXIOINFO
* Use SDL IOStream for WDB file
* Use SDL IOStream for LegoStorage
* Update README.md
* Fixes
* Add names to skip.yml
* Add #include <stdio.h> where necessary
* Start work on building save data
* Add LegoBuildingData struct to LegoBuildingManager, naming mirrors
LegoCharacterData in LegoCharacterManager.
* 100% match of many methods in LegoBuildingManager using the struct.
* Formatting
* Add required includes post merge
* Format again
* Better follow naming conventions
* Format again again
* Also fill in template data
* Fix data
* Change braces
* Match functions, consistent style, add missing annotations, some BETA annotations
---------
Co-authored-by: Christian Semmler <mail@csemmler.com>