Adds the underwater rolling animations from TR2 to Lara's enhanced
animation injection set and adds the optional state change handling
to Lara's state routines.
Modifies the command to rotate 180 deg by applying to the X rotation
as well as Y.
Resolves#993.
This ensures that when going from animation 6 to 0, Lara's jump lock
will be lifted on the third frame in line with original TR1 jumping.
Resolves#975.
This moves Natla's facing property from module to item scope, so to
prevent multiple Natla instances simultaneously changing the same
variable, which would lead to undesirable spinning in her semi-death
and second phases.
Resolves#906.
Prevents loading FX data from version 2 savegame files. This will
avoid issues where flames are saved with incorrect FX numbers, which
can lead to double flames appearing on load.
Resolves#968.
Rebuilding the exe was not updating the git version shown inside the
game, which caused me some issues when I was working on the project
across two machines. This new approach forces meson to always reconsider
the current version, and rebuild relevant autogenerated files:
version.rc and init.c prior to linking the .exe.
Furthermore, the versioned init.c was removed. The existing users who
choose to build without Docker will continue to see fallback
information, but the mechanism was changed from a versioned file to a
special environment variable that's set by the Docker builds.
This change should require no action other than a clean project rebuild
on the part of the users.
This corrects the floor data parsing when refreshing camera triggers.
Without this, it's possible for the parsing to continue into the next
sector's floor data and if the first entry there is an antipad,
control will incorrectly fall into the camera switch case.
Resolves#352.
Added an option to restore the PS mummy in City of Khamoon room 25.
This required moving the stats room caching call to occur after
injection, otherwise inserted triggers aren't detected and hence the
kill count would be wrong.
Resolves#886.
Adds to the Atlantean Stronghold FD injection fixes by reconfiguring
the portals between rooms 74 and 12 such that the vertices are within
the room bounds in all cases. This amends the injection function for
this to allow targeting specific doors as there are 3 in this case.
Its other use case is in Palace Midas where there is only 1 portal.
Resolves#227.
In St. Francis' Folly, the music trigger for track 3 in room 4 has been
moved behind the Neptune door. A new trigger for track 15 has also been
added once the 4 keys are used at the end of the level.
A new injection function to support moving rooms has been added. This
is used in Folly to move room 54 out of earshot so the player does not
hear the boulder that opens the door.
Resolves#865.
Added an injection function to allow inserting new floor data values.
Added an injection file for Tomb of Tihocan to restore a missing rat
trigger.
Resolves#751.
Added an injection function to support converting triggers to one shot.
Added injections for each level identified as needing trigger updates.
Resolves#939.