This adds support for pickup aids, which will add an intermittent
twinkle effect nearby pickup items when the player enables the option.
Resolves#2076.
This ensures that if an item is dropped exactly at the height of a
vertical portal, we get the room just above that portal first to ensure
that later the item is placed in the correct room, and hence drawn
there.
Resolves#2088.
This adds a check for whether or not the console has been enabled by
the player before opening it. Other game-driven console logging will
continue to display regardless.
Part of #2063.
This makes falling pushblocks more realistic if they land on top of
Lara, killing her outright. We hide Lara's shadow to avoid it
appearing on top of the pushblock, as the floor height change will
continue to operate in case there are active enemies nearby.
Additionally, a camera target item is spawned to prevent issues with
the camera looking into the pushblock at Lara.
Resolves#2035.
This takes on the TR2 approach of having doors defined in the rooms
they open into, so to resolve drawing issues when close to the
portals.
Part of #2005.
This fixes the angle of the drawbridge in Obelisk of Khamoon when open
so that Lara's shadow isn't occluded and the artefacts aren't
embedded. It also lifts the senet table and lowers the toppled chair in
room 57. The toppled chair is also fixed in Return to Egypt and Temple
of the Cat.
Resolves#2006.
Injects texture replacements for the wolf and bat eyes in Peru. The
wolf fix applies to all 4 levels, the bat fix only to Caves and
Vilcabamba.
Resolves#1945.
The legacy approach would reset the FD index to 0, but this was missed
in the FD refactor in #1433. The result was NO_HEIGHT would be
manipulated by the tilt values and hence could produce invisible
geometry.
This resets the selected key item when the inventory is closed to avoid
it being pre-selected to a non-existent item when the inventory is
re-opened.
Resolves#1586.
This adds the ability to define descriptions for key, puzzle and
pickups items in the gameflow. Players can examine items that have a
description in the inventory. Indicators are shown to make this clear,
the idea being builders may want to use this feature to offer hints.
Description text is automatically wrapped to fit the screen, and very
long text will be paginated. New line and feed escape sequences are
supported in the text for manual layout.
This also removes the necessesity of having an empty strings object in
levels that don't have any key items.
Additionally, the update_gameflow tool has been adjusted to support the
use of curly braces inside strings (and indeed nested objects).
Resolves#1821.
This refactors the enforced config control from #1854 into the gameflow
and removes the legacy settings for enforcing game modes and save
crystals.
Resolves#1857.