This provides an option to test a range of sectors around the one on
which a large and heavy item dies. It ultimately resolves the potential
softlock when killing Torso boss in Great Pyramid.
Resolves#1236.
This allows locking specific vertices such that they don't move when
looked at through a water portal. We make use of an unused bit in
vertex shading, and ensure shading is clamped to the max value.
Resolves#1493.
This adds support for skybox rendering similar to TR2. A default
injection is provided for Lost Valley, Colossuem and Obelisk of
Khamoon; custom level builders can use object slot 184.
Resolves#94.
This replaces the fixed vertex buffer size of 1500 with a maximum value
read from the level - so the "biggest" room, object or static mesh
determines the array size.
Resolves#1398.
Adds the ability to adjust the centre point and collision radius of
meshes, and applied this to the Scion object in the Great Pyramid to
allow it to be more easily shot with the shotgun.
Resolves#1381.
This allows Gatekeeper verification to pass and makes it drop
the quarantine filesystem xattrs, making it safe to copy over
the game data afterward.
If it's not done in this error, the OS will report the app
bundle as damaged instead.
Helps with issue #1359, however a more robust solution would
be to support loading game data from other locations.
LOS checks are removed in TR3 onwards for fixed cameras, so implemented
here to fix the camera being thrown through doors that are yet to open.
This also improves other areas of the game, for example if Lara is
jumping down a slope with a low-ceiling and fixed camera, and if she
begins a level on a fixed camera but is just out of sight.
Resolves#954.
This allows room sprites that are part of a sequence with more than one
texture to be animated. This occurs at the same rate as regular
animated textures.
Resolves#449.
Fixes Lara saying "no" near key item receptacles even when taking
valid actions such as using a medipack, equipping guns, or using
the passport menu. Also, fixes Lara being able to cancel a key item
placement animation by holding down an input after selecting the
correct key item from the inventory.
Resolves#1268 and #1254.
This ensures that if Lara enters a different room while on fire, that
the flame FX are tied to that room so that they will always be drawn.
Resolves#1106.
This restricts the Midas touch vertical range to 3 clicks in the
context of turning Lara to gold. The fly cheat has also been updated to
reset the camera and FOV e.g. to cancel turning to gold when testing.
Resolves#1094.
This adjusts the missile damage range test to look at the individual
components of the difference between Lara and the FX in question,
as well as the Euclidean distance. There can be very large numbers
involved and this was leading to overflow; this overflow itself was
not detectable in release builds.
Resolves#1090.
Adds an option to the installer to allow choosing between the original
Unfinished Business level files or the fan-made ones that include music
triggers.
Resolves#1019.
This moves all commentary from the gameflow JSON file into a dedicated
usage guide document, and expands on this to provide details on all
available features.
Resolves#1018.
This replaces all hardcoded enemy item drops with a flexible system
using the gameflow. Specific enemies can carry pickup items, which
spawn on death and are remembered between saves. Dropped guns can also
optionally be converted to ammo if Lara has the gun already.
Support is also included for Pierre, Cowboy, Skaterboy and Kold to
handle their items accordingly when using legacy save files.
Resolves#967.