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Branches

Name Last Modified Last Commit
staging 2024-05-22 14:25:20 UTC
shaders: don't use textureGrad() in powersurge_effect

Author: Andrei Alexeyev
Author Date: 2024-05-22 14:22:08 UTC

shaders: don't use textureGrad() in powersurge_effect

Apparently it has bad performance at least on some intel iGPUs (my
laptop), and it does nothing visually here.

yumemi 2024-05-22 12:43:03 UTC
lasers: handle lasers that only have a single point

Author: Andrei Alexeyev
Author Date: 2024-05-22 12:43:03 UTC

lasers: handle lasers that only have a single point

lambda_calculus 2024-05-19 13:50:17 UTC
hilbert curve: first draft

Author: laochailan
Author Date: 2024-05-19 13:50:17 UTC

hilbert curve: first draft

master 2024-05-17 12:11:48 UTC
src: the great #include massacre of 2024

Author: Andrei Alexeyev
Author Date: 2024-05-17 02:41:28 UTC

src: the great #include massacre of 2024

better-laser-api 2024-04-23 15:38:22 UTC
stage5: convert boss nonspell2 laser rule to new style

Author: Andrei Alexeyev
Author Date: 2024-04-14 16:58:04 UTC

stage5: convert boss nonspell2 laser rule to new style

v1.4.x 2024-04-20 20:57:48 UTC
stage: fix pause menu related crashes

Author: Andrei Alexeyev
Author Date: 2024-04-20 19:27:31 UTC

stage: fix pause menu related crashes

There were two distinct things going on here:

1. If we receive multiple buffered TE_GAME_PAUSE events in the same
   frame, we'd process all of them and create a pause menu for each.
   This could theoretically overflow the evloop stack and crash the
   game.
2. The `stage_comain` task starts before scheduling the stage main
   loop via `eventloop_enter`. It initializes systems that depend on
   tasks, and then immediatelly enters its per-frame async loop,
   finishing its first iteration before yielding back to `_stage_enter`
   and thus allowing `eventloop_enter` to be finally called. If there is
   a TE_GAME_PAUSE event in the queue at this point, it would be handled
   right there, and a pause menu would be created before the stage main
   loop is scheduled. This messes things up quite a bit, leaking a
   "zombie" pause menu into the evloop stack. After the stage is
   destroyed, the evloop would try to switch to the frame created for
   this menu. The menu's draw function would then attempt to reference
   free'd resources of the destroyed stage, crashing the game. This
   crash has actually been observed and reported (thanks @0kalekale)

To fix #1, the stage now tracks its paused state and refuses to open a
pause menu if one already exists.

To fix #2, `stage_comain` now yields before starting its async loop, to
let the stage set up its main loop early.

Note that because the stage main loop runs all coroutine tasks before
incrementing the frame counter, `stage_comain`'s per-frame logic would
execute twice on frame 0. This is obviously wrong, but this behavior
must be preserved to maintain compatibility with v1.4 replays. For that
reason, the `stage_comain` loop now skips its first YIELD. This hack can
be removed once v1.4 compat is no longer a concern.

sdl3 2024-03-29 19:41:20 UTC
resource/model: fix iqm loader

Author: Andrei Alexeyev
Author Date: 2024-03-29 19:41:20 UTC

resource/model: fix iqm loader

yumemi-rebase-2-electric-boogalo 2023-10-08 16:53:18 UTC
stagex: more background work; music sync experiments

Author: Andrei Alexeyev
Author Date: 2021-07-24 13:51:30 UTC

stagex: more background work; music sync experiments

optimize 2023-09-28 13:28:19 UTC
all: use the clamp() macro

Author: Andrei Alexeyev
Author Date: 2023-09-28 13:27:33 UTC

all: use the clamp() macro

rewriggle 2023-08-20 14:04:46 UTC
stage3: replace night ignite with a new spell card

Author: Andrei Alexeyev
Author Date: 2023-08-09 03:33:38 UTC

stage3: replace night ignite with a new spell card

dokomi2023 2023-06-26 07:09:02 UTC
Merge branch 'staging' into dokomi2023

Author: Andrei Alexeyev
Author Date: 2023-06-26 07:09:02 UTC

Merge branch 'staging' into dokomi2023

new-macos-icon 2023-06-21 01:17:30 UTC
add new square macos icon (thank you to doremy on discord for the inspiration)

Author: Alice D
Author Date: 2023-06-21 01:17:30 UTC

add new square macos icon (thank you to doremy on discord for the inspiration)

replaystuff 2023-06-17 19:53:48 UTC
replay/tsrtool: add a basic CLI replay editor

Author: Andrei Alexeyev
Author Date: 2023-06-13 04:23:33 UTC

replay/tsrtool: add a basic CLI replay editor

stage4-polish 2023-06-03 02:50:59 UTC
stage4: fix offset in the wrong line

Author: laochailan
Author Date: 2023-06-03 02:50:59 UTC

stage4: fix offset in the wrong line

stage5-rework 2023-05-25 02:54:50 UTC
stage5: redesign artificial lightning

Author: Andrei Alexeyev
Author Date: 2023-03-27 23:41:13 UTC

stage5: redesign artificial lightning

res-refactor 2023-04-29 18:01:50 UTC
resource: lifetime management redesign (WIP)

Author: Andrei Alexeyev
Author Date: 2023-03-22 22:41:32 UTC

resource: lifetime management redesign (WIP)

laserclear 2023-04-28 20:48:41 UTC
lasers: fancier clear effects

Author: Andrei Alexeyev
Author Date: 2023-02-28 05:38:18 UTC

lasers: fancier clear effects

story-edits-2023 2023-04-16 22:13:45 UTC
marisa story+intro edits

Author: Alice D
Author Date: 2023-04-16 22:13:45 UTC

marisa story+intro edits

dialog-edits-2023 2023-04-10 14:52:48 UTC
fix reimu/cirno dialog

Author: Alice D
Author Date: 2023-04-10 14:52:48 UTC

fix reimu/cirno dialog

laseropt 2023-04-01 03:47:17 UTC
lasers: optimize and simplify draw code (WIP)

Author: Andrei Alexeyev
Author Date: 2023-04-01 03:47:17 UTC

lasers: optimize and simplify draw code (WIP)

There's an issue where partially out of bounds lasers will step over
neighbouring tiles, causing artifacts. Should be solved with a packing
algorithm.

movetowards 2023-02-27 06:11:22 UTC
stage6: fix move_towards deprecation warnings

Author: Andrei Alexeyev
Author Date: 2023-02-27 06:11:22 UTC

stage6: fix move_towards deprecation warnings

cleanup 2023-02-26 14:40:41 UTC
lasers: remove logic rules

Author: Andrei Alexeyev
Author Date: 2023-02-24 17:44:57 UTC

lasers: remove logic rules

stage5_remaster 2023-02-23 23:55:19 UTC
stage5: fix nonspell3 sound

Author: Andrei Alexeyev
Author Date: 2023-02-23 23:55:19 UTC

stage5: fix nonspell3 sound

stage6_remaster 2023-02-06 06:14:12 UTC
stage6: fix uninitialized variable

Author: Andrei Alexeyev
Author Date: 2023-02-06 06:14:12 UTC

stage6: fix uninitialized variable

stage4_remaster 2023-01-31 04:46:51 UTC
stage4: fix warning

Author: Andrei Alexeyev
Author Date: 2023-01-31 04:46:51 UTC

stage4: fix warning

emscripten-fetchfs 2023-01-27 23:31:15 UTC
vfs,build,emscripten: new resource delivery system for Emscripten

Author: Andrei Alexeyev
Author Date: 2023-01-05 02:57:20 UTC

vfs,build,emscripten: new resource delivery system for Emscripten

Resource files are no longer packaged and preloaded all in advance.
Instead, they are downloaded while the game is running.

The implementation is less than ideal, but it works. Resources are
requested on demand and cached into IDBFS. Unfortunately, since the
resource system was not designed with web-style asynchrony in mind and
we aren't ready for threads either, we have no way to do any useful work
while a required file is downloading. To somewhat offset that, we also
pre-fetch files that were not requested yet. The pre-fetching is limited
to 4 files at a time, which seems to be a reasonable compromise between
throughput and cold-cache load latency on slow connections. Also
unfortunately, it's dumb as rocks: we have no way of knowing which files
we will actually be needing soon, so the pre-fetching is done in
whatever order the files were indexed.

Possibly the easiest way to improve this system would be to bundle (and
compress) all of the tiny text files together to alleviate the overhead
of hundreds of HTTP requests.

stage3_revamp 2023-01-27 22:53:31 UTC
stageinfo: finally rename stage3

Author: Andrei Alexeyev
Author Date: 2023-01-27 22:50:42 UTC

stageinfo: finally rename stage3

vfs-refactor 2023-01-20 16:13:46 UTC
vfs: disable logging of vfs_set_error() calls by default

Author: Andrei Alexeyev
Author Date: 2023-01-14 13:59:07 UTC

vfs: disable logging of vfs_set_error() calls by default

This is very verbose and only useful for VFS debugging.

float16 2023-01-18 12:28:09 UTC
renderer: use float16 for sprite color, size, and custom params

Author: Andrei Alexeyev
Author Date: 2023-01-13 10:03:52 UTC

renderer: use float16 for sprite color, size, and custom params

memory-wrappers 2023-01-18 12:23:22 UTC
memory: use custom memory allocation wrappers

Author: Andrei Alexeyev
Author Date: 2023-01-09 03:19:31 UTC

memory: use custom memory allocation wrappers

Introduces wrappers around memory allocation functions in `memory.h`
that should be used instead of the standard C ones.

These never return NULL and, with the exception of `mem_realloc()`,
zero-initialize the allocated memory like `calloc()` does.

All allocations made with the memory.h API must be deallocated with
`mem_free()`. Although standard `free()` will work on some platforms,
it's not portable (currently it won't work on Windows). Likewise,
`mem_free()` must not be used to free foreign allocations.

The standard C allocation functions are now diagnosed as deprecated.
They are, however, available with the `libc_` prefix in case interfacing
with foreign APIs is required. So far they are only used to implement
`memory.h`.

Perhaps the most important change is the introduction of the `ALLOC()`,
`ALLOC_ARRAY()`, and `ALLOC_FLEX()` macros. They take a type as a
parameter, and allocate enough memory with the correct alignment for
that type. That includes overaligned types as well. In most
circumstances you should prefer to use these macros. See the `memory.h`
header for some usage examples.

gha-dh-build 2022-12-28 23:38:57 UTC
fix typo

Author: Alice D
Author Date: 2022-12-27 17:35:34 UTC

fix typo

meson-update 2022-12-28 22:05:58 UTC
build: add dummy descriptions for deprecated options

Author: Andrei Alexeyev
Author Date: 2022-12-28 22:05:58 UTC

build: add dummy descriptions for deprecated options

coroutine-refactor 2022-12-22 17:33:16 UTC
coroutine: break down into smaller sub-modules

Author: Andrei Alexeyev
Author Date: 2022-12-22 17:30:59 UTC

coroutine: break down into smaller sub-modules

sprite-trim 2022-12-04 16:22:49 UTC
resources: regenerate sprite atlases

Author: Andrei Alexeyev
Author Date: 2022-12-04 16:18:18 UTC

resources: regenerate sprite atlases

All sprites have been autocropped, with virtual paddings added to
preserve the original dimensions. This saves some VRAM and fragment
shader invocations.

rewrite-filewatch 2022-07-11 22:58:41 UTC
filewatch_inotify: complain if inotify queue overflows

Author: Andrei Alexeyev
Author Date: 2022-07-11 21:20:08 UTC

filewatch_inotify: complain if inotify queue overflows

remastered-staging 2022-05-01 17:49:17 UTC
Dockerfiles (#278)

Author: Alice D
Author Date: 2022-05-01 17:49:17 UTC

Dockerfiles (#278)

* add Dockerfiles, Makefile, and .dockerignore

* move makefile to other branch, add new pip lib

* Dockerfile work

* stashing changes, but Windows ANGLE build is almost working

* actually compiles ANGLE

* fix one typo

* more refactoring

* more 'fixes'

* deck chairs on the titanic

* it absolutely must be Visual Studio and not Build Tools because Google

* moar space

* this ACTUALLY builds ANGLE in a container, yay

* stashing makefile changes

* move dockerfile directories, port over changes from fork

* cleanup

* change filename

* pre-emptive PR changes, move to misc/ci/

* use proper build args

* Dockerfile for building Switch tools for GHA

* less deps for switch dockerfile

* windows dockerfile improvement

* clean up Dockerfiles, move Docker-specific Makefile to /misc/ci

* make this actually work

* add gnupg

* bump switch/debian version in dockerfile

* package name change for Switch dockerfile

* update and remove cursed ANGLE build (we have GHA for that now)

* remove last of ANGLE build nightmare

* new Windows build image file

title_cards 2022-02-13 17:43:44 UTC
remove whitespace

Author: Alice D
Author Date: 2021-09-09 02:02:30 UTC

remove whitespace

imgui 2022-02-10 20:32:00 UTC
gui,build: disable GUI in non-developer builds

Author: Andrei Alexeyev
Author Date: 2022-02-10 20:32:00 UTC

gui,build: disable GUI in non-developer builds

Link to stub cimgui library so that custom GUI code compiles without ifdefs.
LTO should be able to DCE most of it.

dynstg 2022-02-05 16:21:02 UTC
build: disable LTO and expensive optimizations for stages lib

Author: Andrei Alexeyev
Author Date: 2022-02-05 16:21:02 UTC

build: disable LTO and expensive optimizations for stages lib

pbr-clean 2022-01-28 16:06:45 UTC
credits: new background

Author: Lukas Weber
Author Date: 2021-05-25 18:39:06 UTC

credits: new background

update-sdl 2022-01-17 17:42:11 UTC
build: update sdl2.wrap to 2.0.20

Author: Andrei Alexeyev
Author Date: 2022-01-17 17:42:11 UTC

build: update sdl2.wrap to 2.0.20

resource-reload 2022-01-02 07:00:43 UTC
filewatch_inotify: remove debug spam

Author: Andrei Alexeyev
Author Date: 2022-01-02 07:00:43 UTC

filewatch_inotify: remove debug spam

developer-docs 2021-12-25 18:06:26 UTC
add note about live-reloading on macOS (not finished, but presumed to be when...

Author: Alice D
Author Date: 2021-12-25 18:06:26 UTC

add note about live-reloading on macOS (not finished, but presumed to be when this gets merged)

ingame-manual 2021-12-22 21:03:55 UTC
add preloading of faces, fix style issue

Author: Alice D
Author Date: 2021-12-22 21:03:02 UTC

add preloading of faces, fix style issue

ci-docs 2021-11-12 16:30:33 UTC
add CI doc

Author: Alice D
Author Date: 2021-07-10 17:47:27 UTC

add CI doc

new-docs 2021-11-05 23:02:55 UTC
Controller Documentation (#326)

Author: Alice D
Author Date: 2021-11-05 23:02:55 UTC

Controller Documentation (#326)

* controller docs

* add link to docs section in main readme

* change wording

packaging-docs 2021-09-02 01:08:18 UTC
stashing this for now

Author: Alice D
Author Date: 2021-09-02 01:08:18 UTC

stashing this for now

makefile 2021-08-29 15:46:11 UTC
remove docker stuff (moved to other branch), make commands consistent

Author: Alice D
Author Date: 2021-05-12 20:21:23 UTC

remove docker stuff (moved to other branch), make commands consistent

typos-08-2021 2021-08-06 00:00:57 UTC
fix some typos and awkward wording

Author: Alice D
Author Date: 2021-08-06 00:00:57 UTC

fix some typos and awkward wording

emscripten-pch 2021-08-05 19:12:48 UTC
turn on precompiled headers for emscripten

Author: Alice D
Author Date: 2021-08-05 19:12:48 UTC

turn on precompiled headers for emscripten

yumemi-rebase-attempt 2021-07-16 19:19:24 UTC
stagex: add lao's yumemi spells to timelime for testing

Author: Andrei Alexeyev
Author Date: 2021-06-22 18:18:12 UTC

stagex: add lao's yumemi spells to timelime for testing

small-ci-fixes 2021-07-08 23:54:49 UTC
fix filename

Author: Alice D
Author Date: 2021-07-08 23:54:49 UTC

fix filename

desync-investigation 2021-06-02 06:15:26 UTC
fix a replay desync in the reimu_b code between clang and gcc

Author: laochailan
Author Date: 2021-06-02 06:15:26 UTC

fix a replay desync in the reimu_b code between clang and gcc

The desync was caused by implementation specific behavior with complex numbers. Depending on the compiler, multiplying a complex-type number 1+0*I by -1 will either yield -1-0*I (gcc) or -1+0*I (clang). Complex functions with a branch cut along the negative real axis, such as carg will respond drastically to such a difference in zero sign.

In the case of carg, the difference incurred by this is exactly M_TAU, which is irrelevant in most applications. In reimu_b, however there was one instance where the branch cut of carg was not handled (carg(a/b) != carg(a) - carg(b)). Even without the zero-sign inconsistency, this was a bug causing bullets to be absorbed by gaps that should not have been.

This commit fixes said bug (and simplifies two instances of unproblematic but needlessly complicated math). The result is that (i) the gaps now function properly, and (ii) new replays do not desync between gcc and clang anymore. Note, that this change slightly breaks replay compatibility to older replays that showed the buggy behavior of the gaps.

new-documentation 2021-05-26 03:20:37 UTC
add notes about packaging/etc on Windows

Author: Alice D
Author Date: 2021-05-26 03:20:37 UTC

add notes about packaging/etc on Windows

pbr_bg 2021-05-20 18:14:19 UTC
move water noise to water header and explain dFduv

Author: laochailan
Author Date: 2021-05-20 18:14:19 UTC

move water noise to water header and explain dFduv

v1.3.x 2021-05-06 21:29:03 UTC
glcommon: ignore GL_EXT_texture_norm16 on WebGL

Author: Andrei Alexeyev
Author Date: 2021-05-06 21:23:28 UTC

glcommon: ignore GL_EXT_texture_norm16 on WebGL

Works around a Chromium bug. See comment for details.

Related: #287

enemygraze 2020-09-30 23:34:11 UTC
Experimental enemy/boss grazing

Author: Andrei Alexeyev
Author Date: 2020-09-28 22:40:53 UTC

Experimental enemy/boss grazing

Works similarly to laser grazing, i.e. it's continuous while the player
is near an enemy. Intended mostly as a way to gain power and maintain
surge during downtime or low density patterns, especially on the lower
difficulties.

bezier 2020-05-25 03:27:40 UTC
Add basic functions for cubic Bezier curves

Author: Andrei Alexeyev
Author Date: 2020-05-25 03:21:42 UTC

Add basic functions for cubic Bezier curves

glow 2020-01-23 00:24:47 UTC
add forgotten glow shaders

Author: Andrei Alexeyev
Author Date: 2020-01-23 00:24:47 UTC

add forgotten glow shaders

stable 2019-09-28 18:31:40 UTC
resize switch icon

Author: Andrei Alexeyev
Author Date: 2019-09-28 18:31:23 UTC

resize switch icon

stable-staging 2019-09-28 18:31:40 UTC
resize switch icon

Author: Andrei Alexeyev
Author Date: 2019-09-28 18:31:23 UTC

resize switch icon

lua 2019-07-05 19:55:50 UTC
more random lua api progress

Author: Andrei Alexeyev
Author Date: 2019-07-05 19:55:50 UTC

more random lua api progress

android 2019-06-07 18:03:03 UTC
android: raise required API version to 24 (Android 7.0)

Author: Andrei Alexeyev
Author Date: 2019-06-07 18:03:03 UTC

android: raise required API version to 24 (Android 7.0)

newlasers 2019-06-02 10:09:57 UTC
wip texturable lasers

Author: Andrei Alexeyev
Author Date: 2019-06-02 10:09:57 UTC

wip texturable lasers

testing 2019-05-03 21:51:30 UTC
Fixup include order of previous commit

Author: Martin Herkt
Author Date: 2019-05-03 21:51:30 UTC

Fixup include order of previous commit

Because @Akaricchi said so.

reactiondiffusion 2019-01-02 18:08:07 UTC
very useful feature

Author: laochailan
Author Date: 2019-01-02 18:08:07 UTC

very useful feature

sdf 2018-10-15 18:45:35 UTC
SDF fonts: messy proof of concept (fonts not included)

Author: Andrei Alexeyev
Author Date: 2018-10-15 18:45:35 UTC

SDF fonts: messy proof of concept (fonts not included)

stage4.2 2018-10-14 17:23:51 UTC
changes, but still not much better

Author: laochailan
Author Date: 2018-10-14 17:23:51 UTC

changes, but still not much better

newart 2018-08-31 13:09:59 UTC
Test: Shin's red fairies

Author: Andrei Alexeyev
Author Date: 2018-08-31 13:09:59 UTC

Test: Shin's red fairies

ipfs 2017-11-04 16:15:04 UTC
typo (thanks lao)

Author: Andrei Alexeyev
Author Date: 2017-11-04 16:15:04 UTC

typo (thanks lao)

stupidgas 2017-10-17 20:10:56 UTC
stupid elly spelly

Author: laochailan
Author Date: 2017-10-17 20:06:48 UTC

stupid elly spelly

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