2023-08-31 23:14:17 +03:00
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--[[
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NOTE: It's possible to expand string entry tables with extra language variations
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corresponding to languages in the table at the end of this file.
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--]]
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local strings =
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{
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actions_accelerate = { "Accelerate" },
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actions_action = { "Action" },
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actions_backward = { "Backward" },
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actions_brake = { "Brake/Dismount" },
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actions_crouch = { "Crouch" },
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actions_deselect = { "Deselect" },
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actions_draw = { "Draw" },
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actions_fire = { "Fire" },
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actions_flare = { "Flare" },
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actions_forward = { "Forward" },
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actions_inventory = { "Inventory" },
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actions_jump = { "Jump" },
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actions_large_medipack = { "Large Medipack" },
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actions_left = { "Left" },
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actions_load = { "Load" },
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actions_look = { "Look" },
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actions_next_weapon = { "Next Weapon" },
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actions_pause = { "Pause" },
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actions_previous_weapon = { "Previous Weapon" },
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actions_reverse = { "Reverse" },
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actions_right = { "Right" },
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actions_roll = { "Roll" },
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actions_save = { "Save" },
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actions_select = { "Select" },
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2023-11-09 16:17:16 +01:00
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actions_slow = { "Slower" },
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2023-08-31 23:14:17 +03:00
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actions_small_medipack = { "Small Medipack" },
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2023-11-09 16:17:16 +01:00
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actions_speed = { "Faster" },
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2023-08-31 23:14:17 +03:00
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actions_sprint = { "Sprint" },
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actions_step_left = { "Step Left" },
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actions_step_right = { "Step Right" },
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actions_walk = { "Walk" },
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actions_weapon_1 = { "Weapon 1" },
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actions_weapon_10 = { "Weapon 10" },
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actions_weapon_2 = { "Weapon 2" },
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actions_weapon_3 = { "Weapon 3" },
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actions_weapon_4 = { "Weapon 4" },
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actions_weapon_5 = { "Weapon 5" },
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actions_weapon_6 = { "Weapon 6" },
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actions_weapon_7 = { "Weapon 7" },
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actions_weapon_8 = { "Weapon 8" },
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actions_weapon_9 = { "Weapon 9" },
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all = { "All" },
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Renderer refactor (#1287)
* Fixed vertex effects for statics
* WIP implementing SMAA antialiasing
* Fixed double drawing of additive faces
* SMAA working, need to tune it
* Cleaned SMAA code, ready for test
* Formatting
* Renderer cleaning Tier 1
* Renamed Renderer11 to Renderer;
Forced DX11 hardware support;
Removed m_ from private fields in Renderer class;
Refactored render targets: optional depth buffer creation;
Back buffer now is a RenderTarget2D;
* Converting constexpr and defines to enum classes
* Converting enum to enum classes, tier 2;
* Converting constexpr to enum classes, tier 3
* Cleaned enums and constants; Renamed some files;
* Fixed shaders; Renamed AlphaTestModes;
* Cleaned shaders directory; Reverted hardware version to DX10.1 (we'll upgrade it again in the next releases);
* Renamed private fields;
Refactored quad vertex buffer for sprites;
Refactored HUD renderer structure;
Minor fixes;
* Deleted some files
* Removed reference to RendererQuad.h
* New renderer transparency, for rooms now
* Continue work
* Implemented WOIT for alpha blending;
Started renderer refactoring;
* Removed redundant DirectX api calls
* Added G-Buffer with normals and depth
* Refactored and optimized particle enemies (rats, bats, locusts, beetles);
Extended G-Buffer to effects, rats, bats, locusts, beetles, gunshells, debris;
Extended animated textures sequence to 256;
Fixed normal mapping for items and statics;
* Removed WOIT code;
Removed write to depth map in opaque pass (it's already done in depth pre-pass);
Cleaned debris rendering code;
* Removed legacy render targets;
Added dual paraboloid mapping for ambient light (to finish the light shader):
Minor cleanups;
* Implement additive debug triangles
* Unhardcode value
* Finished room ambient code, commented for now (need to write a gaussian filter);
* Fixed wrong constant buffer slot in SMAA
* Renamed draw effects functions;
Moved prepare sprites function before the draw code;
Restored additive drawing;
Restored alpha blend faces collect;
* Enhance visual debug object API
* Partially restored sprites drawing
* Rename local variables
* Improve spheres
* Update names
* Rename function
* Remove unneeded parameter
* Formatting
* Cleaned and optimized drawing of opaque/additive sprites
* Removed legacy alpha blend code;
Added drawing of alpha blended faces for rooms;
* Completed drawing of non commutative objects;
FIxed compilation;
Removed old files;
* Refactored debug statistics for renderer
* Fixed FPS calculation
* Removed not used render targets and shaders
* Added base post-process framework;
Added monochrome and sepia effects;
* SSAO WIP
* SSAO almost working, needs tuning;
Changes to G-Buffer;
* Removed .cpp files in Graphics directory and moved constructors to headers;
Templatized VertexBuffer class;
New post-process system work in progress;
New blur stage for SSAO;
* SSAO at 1/4 resolution
* Removed FinalPass.fx and moved pixel shader to PostProcess.fx;
Added color to PostProcessVertex;
Rewritten the post-process step using new system;
Tweaked some variables for SSAO;
Fixed drawing of render targets debug thumbnails;
* Rewritten antialiasing techniques with new post-process system;
Made depth target optional when creating render targets using UNKNOWN DXGI format;
* Fix for empty vertex and index buffers
* Encode normals to RGBA8 render target;
Fixed samplers of depth texture;
* Removed legacy hairs shader
* Restored SSAO at fuill res for now;
Fixed shaders structs;
* Optimized G-Buffer shaders for speed and avoid DX log spam;
Renamed updateData to UpdateData in constant buffers;
* Bilateral gaussian filter for SSAO
* Fixed wrong enum
* Cleaning constant buffers tier 1
* Added SSAO setting
* Fixed shaders
* Fixed shaders
* Update SystemStrings.lua
* Refactored initialization code;
Added read and write of ambient occlusion in Windows registry;
Refactored shaders;
Added LUA API for setting color scheme;
Removed some old variables;
* Added effect strength to post-process framework
* Some shaders cleaning;
Don't calculate SSAO if disabled;
* Restored wireframe mode
* Revert "Merge branch 'develop' into renderer_refactor"
This reverts commit 4706f469822e48a97340f5c91f77e667f364c4e8, reversing
changes made to bd413d00b2442d46a7a14d16e8a385120e593067.
* Add negative postprocess effect
* Update PostProcess.fx
* Removed some DX log spam in SMAA shaders;
Fixed crash while drawing alpha blended faces from static objects;
* Fixed alpha blended faces drawing double sided for items and statics
* Fixed flickering of alpha blended faces of rooms
* Fixed gunflashes
* Revert "Revert "Merge branch 'develop' into renderer_refactor""
This reverts commit 536c555b2d883d1eb95417ccb26bb259ec0e963a.
* Fixed shadow mapping for point lights
* Fixed bad merge in speedometer
* Fix display pickup crash
* Fix SSAO toggle with left key
* Refactoring postprocess effect workflow
- Added exclusion mode
- Separated effect mode and strength to different functions
- Reset postprocess on level start
- Preserve postprocess on savegame reload
- Enum and function renames to maintain consistency
* Fix some comments
* Fix display pickup drawing
* Rename
* Fix for lights not affecting big static objects
* Fixed antialiasing for pickup objects and for inventory scene
* Fixed ghost polygons bug
* Fixed SSAO on surfaces with no or invalid normals
* Fix merge
* Bypass postprocessing if effect strength is set to 0
* Update SystemStrings.lua
* Update Changes.txt
* Update Changes.txt
* Turn on SSAO and target highlighter by default
* Remove duplicated changelog entries
* Implement LARA_START_POS object handling
* Update lara_initialise.cpp
* Update Changes.txt
* Update Changes.txt
* Fixed double sided alpha blend faces again
* Added things to changes.txt
* Update Changes.txt
* Don't use LARA_START_POSes with OCB 0
* Fixed 3D sprites like footprints
* Fixed glow for statics;
Fixed world position for items;
* Per-triangle sorting alpha blend
* Fixed missing last polygons in alpha blending
* Code cleaning
* Added alpha blending to rats, bats, locusts, scarabs
* Restored fast alpha blend
* Fixed AA in title level
* Improved light collector;
Added code for disable statics instancing if needed for debug;
* Fixed rare wrong caustics textures sizes
---------
Co-authored-by: MontyTRC89 <montyhammet@hotmail.it>
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
2024-01-05 22:19:52 +00:00
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ambient_occlusion = { "Ambient Occlusion" },
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2023-08-31 23:14:17 +03:00
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ammo_used = { "Ammo Used" },
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antialiasing = { "Antialiasing" },
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apply = { "Apply" },
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2023-09-07 19:24:24 +10:00
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automatic_targeting = { "Automatic Targeting" },
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2023-08-31 23:14:17 +03:00
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back = { "Back" },
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cancel = { "Cancel" },
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caustics = { "Underwater Caustics" },
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choose_ammo = { "Choose Ammo" },
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choose_weapon = { "Choose Weapon" },
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close = { "Close" },
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combine = { "Combine" },
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combine_with = { "Combine With" },
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controls = { "Controls" },
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disabled = { "Disabled" },
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display = { "Display Settings" },
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display_adapter = { "Display Adapter" },
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distance_travelled = { "Distance Travelled" },
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empty = { "Empty" },
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enable_sound = { "Enable Sounds" },
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enabled = { "Enabled" },
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equip = { "Equip" },
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examine = { "Examine" },
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exit_game = { "Exit Game" },
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exit_to_title = { "Exit to Title" },
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2023-10-06 15:19:56 +11:00
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general_actions = { "General Actions" },
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2023-08-31 23:14:17 +03:00
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high = { "High" },
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level_secrets_found = { "Secrets Found in Level" },
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load_game = { "Load Game" },
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low = { "Low" },
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medium = { "Medium" },
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menu_actions = { "Menu Actions" },
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2023-09-07 19:24:24 +10:00
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mouse_sensitivity = { "Mouse Sensitivity" },
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mouse_smoothing = { "Mouse Smoothing" },
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2023-08-31 23:14:17 +03:00
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music_volume = { "Music Volume" },
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new_game = { "New Game" },
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none = { "None" },
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ok = { "OK" },
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options = { "Options" },
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other_settings = { "Sound and Gameplay" },
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output_settings = { "Output Settings" },
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player = { "Player" },
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quick_actions = { "Quick Actions" },
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render_options = { "Render Options" },
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reset_to_defaults = { "Reset to Defaults" },
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reverb = { "Reverb" },
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rumble = { "Rumble" },
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save_game = { "Save Game" },
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savegame_timestamp = { "%02d Days %02d:%02d:%02d" },
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screen_resolution = { "Screen Resolution" },
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select_level = { "Select Level" },
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separate = { "Separate" },
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sfx_volume = { "SFX Volume" },
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shadows = { "Shadows" },
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sound = { "Sound" },
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statistics = { "Statistics" },
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subtitles = { "Subtitles" },
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2023-09-07 00:07:58 +10:00
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target_highlighter = { "Target Highlighter" },
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2023-08-31 23:14:17 +03:00
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thumbstick_camera = { "Thumbstick Camera" },
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time_taken = { "Time Taken" },
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total_secrets_found = { "Secrets Found Total" },
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use = { "Use" },
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used_medipacks = { "Medipacks Used" },
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vehicle_actions = { "Vehicle Actions" },
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view = { "View" },
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volumetric_fog = { "Volumetric Fog" },
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waiting_for_input = { "Waiting For Input" },
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window_title = { "TombEngine" },
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windowed = { "Windowed" },
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Renderer refactor (#1287)
* Fixed vertex effects for statics
* WIP implementing SMAA antialiasing
* Fixed double drawing of additive faces
* SMAA working, need to tune it
* Cleaned SMAA code, ready for test
* Formatting
* Renderer cleaning Tier 1
* Renamed Renderer11 to Renderer;
Forced DX11 hardware support;
Removed m_ from private fields in Renderer class;
Refactored render targets: optional depth buffer creation;
Back buffer now is a RenderTarget2D;
* Converting constexpr and defines to enum classes
* Converting enum to enum classes, tier 2;
* Converting constexpr to enum classes, tier 3
* Cleaned enums and constants; Renamed some files;
* Fixed shaders; Renamed AlphaTestModes;
* Cleaned shaders directory; Reverted hardware version to DX10.1 (we'll upgrade it again in the next releases);
* Renamed private fields;
Refactored quad vertex buffer for sprites;
Refactored HUD renderer structure;
Minor fixes;
* Deleted some files
* Removed reference to RendererQuad.h
* New renderer transparency, for rooms now
* Continue work
* Implemented WOIT for alpha blending;
Started renderer refactoring;
* Removed redundant DirectX api calls
* Added G-Buffer with normals and depth
* Refactored and optimized particle enemies (rats, bats, locusts, beetles);
Extended G-Buffer to effects, rats, bats, locusts, beetles, gunshells, debris;
Extended animated textures sequence to 256;
Fixed normal mapping for items and statics;
* Removed WOIT code;
Removed write to depth map in opaque pass (it's already done in depth pre-pass);
Cleaned debris rendering code;
* Removed legacy render targets;
Added dual paraboloid mapping for ambient light (to finish the light shader):
Minor cleanups;
* Implement additive debug triangles
* Unhardcode value
* Finished room ambient code, commented for now (need to write a gaussian filter);
* Fixed wrong constant buffer slot in SMAA
* Renamed draw effects functions;
Moved prepare sprites function before the draw code;
Restored additive drawing;
Restored alpha blend faces collect;
* Enhance visual debug object API
* Partially restored sprites drawing
* Rename local variables
* Improve spheres
* Update names
* Rename function
* Remove unneeded parameter
* Formatting
* Cleaned and optimized drawing of opaque/additive sprites
* Removed legacy alpha blend code;
Added drawing of alpha blended faces for rooms;
* Completed drawing of non commutative objects;
FIxed compilation;
Removed old files;
* Refactored debug statistics for renderer
* Fixed FPS calculation
* Removed not used render targets and shaders
* Added base post-process framework;
Added monochrome and sepia effects;
* SSAO WIP
* SSAO almost working, needs tuning;
Changes to G-Buffer;
* Removed .cpp files in Graphics directory and moved constructors to headers;
Templatized VertexBuffer class;
New post-process system work in progress;
New blur stage for SSAO;
* SSAO at 1/4 resolution
* Removed FinalPass.fx and moved pixel shader to PostProcess.fx;
Added color to PostProcessVertex;
Rewritten the post-process step using new system;
Tweaked some variables for SSAO;
Fixed drawing of render targets debug thumbnails;
* Rewritten antialiasing techniques with new post-process system;
Made depth target optional when creating render targets using UNKNOWN DXGI format;
* Fix for empty vertex and index buffers
* Encode normals to RGBA8 render target;
Fixed samplers of depth texture;
* Removed legacy hairs shader
* Restored SSAO at fuill res for now;
Fixed shaders structs;
* Optimized G-Buffer shaders for speed and avoid DX log spam;
Renamed updateData to UpdateData in constant buffers;
* Bilateral gaussian filter for SSAO
* Fixed wrong enum
* Cleaning constant buffers tier 1
* Added SSAO setting
* Fixed shaders
* Fixed shaders
* Update SystemStrings.lua
* Refactored initialization code;
Added read and write of ambient occlusion in Windows registry;
Refactored shaders;
Added LUA API for setting color scheme;
Removed some old variables;
* Added effect strength to post-process framework
* Some shaders cleaning;
Don't calculate SSAO if disabled;
* Restored wireframe mode
* Revert "Merge branch 'develop' into renderer_refactor"
This reverts commit 4706f469822e48a97340f5c91f77e667f364c4e8, reversing
changes made to bd413d00b2442d46a7a14d16e8a385120e593067.
* Add negative postprocess effect
* Update PostProcess.fx
* Removed some DX log spam in SMAA shaders;
Fixed crash while drawing alpha blended faces from static objects;
* Fixed alpha blended faces drawing double sided for items and statics
* Fixed flickering of alpha blended faces of rooms
* Fixed gunflashes
* Revert "Revert "Merge branch 'develop' into renderer_refactor""
This reverts commit 536c555b2d883d1eb95417ccb26bb259ec0e963a.
* Fixed shadow mapping for point lights
* Fixed bad merge in speedometer
* Fix display pickup crash
* Fix SSAO toggle with left key
* Refactoring postprocess effect workflow
- Added exclusion mode
- Separated effect mode and strength to different functions
- Reset postprocess on level start
- Preserve postprocess on savegame reload
- Enum and function renames to maintain consistency
* Fix some comments
* Fix display pickup drawing
* Rename
* Fix for lights not affecting big static objects
* Fixed antialiasing for pickup objects and for inventory scene
* Fixed ghost polygons bug
* Fixed SSAO on surfaces with no or invalid normals
* Fix merge
* Bypass postprocessing if effect strength is set to 0
* Update SystemStrings.lua
* Update Changes.txt
* Update Changes.txt
* Turn on SSAO and target highlighter by default
* Remove duplicated changelog entries
* Implement LARA_START_POS object handling
* Update lara_initialise.cpp
* Update Changes.txt
* Update Changes.txt
* Fixed double sided alpha blend faces again
* Added things to changes.txt
* Update Changes.txt
* Don't use LARA_START_POSes with OCB 0
* Fixed 3D sprites like footprints
* Fixed glow for statics;
Fixed world position for items;
* Per-triangle sorting alpha blend
* Fixed missing last polygons in alpha blending
* Code cleaning
* Added alpha blending to rats, bats, locusts, scarabs
* Restored fast alpha blend
* Fixed AA in title level
* Improved light collector;
Added code for disable statics instancing if needed for debug;
* Fixed rare wrong caustics textures sizes
---------
Co-authored-by: MontyTRC89 <montyhammet@hotmail.it>
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
2024-01-05 22:19:52 +00:00
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unlimited = { "Unlimited %s" }
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2023-08-31 23:14:17 +03:00
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}
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TEN.Flow.SetStrings(strings)
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local languages =
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{
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"English",
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"Italian",
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"German",
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"French",
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"Dutch",
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"Spanish",
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"Japanese",
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"Russian"
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}
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TEN.Flow.SetLanguageNames(languages)
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