With the new shader decompiler, G-Force on OpenGL has regressed. Characters are stuck in T-pose with only the vertex deformation animation bits moving. Might be a vertex weight attribute or vertex shader constants issue since it seems skeletal animation is done on the gpu, though I might be wrong.
Finally found it. In a vertex shader, the line a0 = ivec4(r0) is replaced with a0.x =int(r0.x). This is an issue with the rsx decompiler.
Confirmed as incorrect handling of ARL opcode with new decompiler. Should affect any games using address registers for transform constant offsets (e.g silent hills 3, g-force)
Proof using a patched version of rsx_decompiler:

Submitted a pull request to decompiler subproject here: https://github.com/RPCS3/rsx_program_decompiler/pull/4
Also affects ice age 3, etc.
@danilaml , could you help to submit a pull to update the rsx_program_decompiler submodule ?
@raven02 What are you asking me exactly?
The ref to the rsx_decompiler submodule should be updated to current head.
@danilaml i seen you help out update the rsx_program_recompiler last time so would like to see if you can help as we have updated that submodule with ARL opcode fix
BTW , what is the correct way to update this sub module as i always in vain
@raven02 it should be easy (assuming that new commits to the submodule doesn't introduce conflicts to the project) - you just cd into submodule dir, and update it like you would any other repo, then just move to the outer repo and add updated submodule to the commit.
i see . I will try again next time thanks
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Confirmed as incorrect handling of ARL opcode with new decompiler. Should affect any games using address registers for transform constant offsets (e.g silent hills 3, g-force)
Proof using a patched version of rsx_decompiler:
