Load cutscenes directly from JSONC at runtime, fix asset bundling staleness
Cutscenes now parse their authored .jsonc straight into the runtime cutsceneitem_t/pool representation via yyjson, instead of going through a separate Python-compiled DCTS binary format - removes the whole build/compile step and the byte-format contract between the Python encoder and the C decoder, at the cost of a (still tiny, one-time) parse per cutscene load. Also fixes dusk.dsk going stale after a build: the old custom_command depended on a CMake-configure-time file glob, which only re-detects added/removed assets on the next configure and could miss edits entirely. tools.asset.pack now always runs and decides for itself (via a small manifest) whether anything actually needs repacking, so asset changes are never missed regardless of add/edit/remove. Co-Authored-By: Claude Sonnet 5 <[email protected]>
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@@ -0,0 +1,68 @@
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{
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"items": [
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// First thing, try and find a save device, used for settings and what not.
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{
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"type": "MODAL",
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"title": "initial.checking_save.title",
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"message": "initial.checking_save.message"
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},
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{
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"type": "WAIT",
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"seconds": 0.2
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},
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{
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"type": "SAVE_DEVICE_CHECK",
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"successMarker": "CONTINUE",
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"failureMarker": "SAVE_DEVICE_NOT_FOUND"
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},
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// No save device found
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{
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"type": "MARKER",
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"name": "SAVE_DEVICE_NOT_FOUND"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "MODAL_OPTIONS_MARKERS",
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"title": "initial.no_device.title",
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"message": "initial.no_device.message",
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"options": [
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{
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"text": "initial.no_device.retry",
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"marker": "SAVE_DEVICE_RETRY"
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},
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{
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"text": "initial.no_device.continue",
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"marker": "CONTINUE"
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}
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]
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},
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// Save device not found, user to retry, just close modal and loop
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{
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"type": "MARKER",
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"name": "SAVE_DEVICE_RETRY"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "RESTART"
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},
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// Save device found (or continuing without one)
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{
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"type": "MARKER",
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"name": "CONTINUE"
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},
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{
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"type": "MODAL_CLOSE"
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},
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{
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"type": "CUTSCENE",
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"name": "main_menu"
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}
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]
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}
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