Commit graph

9399 commits

Author SHA1 Message Date
MontyTRC89
d37eb6a69b Fixed bug with last merge 2024-04-16 09:18:56 +02:00
MontyTRC89
d636d58c1b Merge branch 'develop' into develop_60fps
# Conflicts:
#	TombEngine/Renderer/Structures/RendererItem.h
2024-04-16 09:16:16 +02:00
MontyTRC89
146c89b888 Added interpolation for.
- splashed
- ripples
- blood
- drips
- underwater dust
- rain
- snow
- shockwaves
- all effects based on Particle class
2024-04-16 09:15:00 +02:00
Sezz
4aa91ea877 Remove NO_ROOM constant 2024-04-16 16:55:19 +10:00
Sezz
c455fc6a39 Merge 2024-04-16 16:50:49 +10:00
Sezz
a4d0250cfb Merge branch 'develop' into sezz_point_collision_class 2024-04-16 16:50:13 +10:00
Sezz
3e9addf98a Add bridge check to ProcessSectorFlags(); remove NO_BOX and NO_ZONE constants 2024-04-16 16:08:40 +10:00
Lwmte
178f3c96b5 Fix infinite loop on leveljump to start position 2024-04-16 01:17:58 +02:00
MontyTRC89
d5526be208 Improved fires and flares interpolation;
Fixed fast blinking of dynamic lights;
2024-04-15 11:08:41 +02:00
MontyTRC89
1187910439 Merge branch 'develop' into develop_60fps 2024-04-15 08:33:29 +02:00
MontyTRC89
f4a5644dc0 Gunshells interpolation 2024-04-15 08:33:10 +02:00
Lwmte
f6cfb0508d Add Timer.Delete() method to a timer module 2024-04-15 01:10:36 +02:00
Lwmte
8d3eeb6879 Fix possible crashes with incorrectly passed particle lifetime in lua 2024-04-14 01:43:37 +02:00
Nemoel-Tomo
b0767730ed
Hotfix - Laserbeam light (#1349) 2024-04-14 00:23:26 +03:00
Lwmte
3189b8093d Upgrade version number 2024-04-13 12:41:21 +02:00
Sezz
7b0ae84c22 Fix crosshairs not disappearing for peripherally exploded items 2024-04-13 18:32:54 +10:00
MontyTRC89
98c8f6df91 Cleaning smoke sparks code 2024-04-13 06:02:58 +02:00
Stranger1992
3890f0d224 Update Lua API parameters correctly 2024-04-13 02:05:43 +01:00
Stranger1992
1a94a53c56 Update moveable Lua API 2024-04-13 01:58:58 +01:00
Lwmte
266f1b5b6a
Use real bounding box tests for GetCollidedObjects (#1343)
* Initial commit

* Use DX bboxes for item collision tests

* Update collide_item.cpp

* Update collide_item.cpp

* Update collide_item.cpp

* Code cleanup

* More code cleanup and optimizations

* Remove obsolete radius argument for GetCollidedObjects, mode code cleanups

* Fix ITEM_INVISIBLE typos

* Restore custom radius where needed

* Restore custom radius for polerope

* Function cleanup

* Simplify function

* Remove CollidedItems and CollidedMeshes globals

* Use custom radius for pickups and explosion

* Add changelog, shuffle function order

* Simplify

* fix syntax error

* Rename local variable

* Update collide_item.cpp

---------

Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Jakub <kubabilinski03@gmail.com>
2024-04-12 23:34:30 +10:00
Lwmte
35bf1470c9 Fix issues with squishy block, rollback incorrect ItemPushItem fix 2024-04-12 00:46:53 +02:00
MontyTRC89
44c52201d0 Added partial support to fire and smoke interpolation 2024-04-11 14:27:53 +02:00
MontyTRC89
180f03e960 Merge branch 'develop' into develop_60fps 2024-04-11 14:06:44 +02:00
MontyTRC89
30a2c20cd4 Fixed possible crashes with bats emitter 2024-04-11 14:04:22 +02:00
MontyTRC89
62e2394a61 Fixed crashes with scarabs drawing 2024-04-11 14:02:09 +02:00
MontyTRC89
72b3aa9b7e Blood interpolation 2024-04-11 12:08:22 +02:00
MontyTRC89
d10423c0e0 Smokes particles interpolation 2024-04-11 10:47:03 +02:00
MontyTRC89
35c4ce79ee Merge branch 'develop' into develop_60fps
# Conflicts:
#	Documentation/output.xml
#	TombEngine/Game/control/control.cpp
#	TombEngine/Specific/clock.cpp
#	TombEngine/Specific/clock.h
2024-04-11 06:06:24 +02:00
MontyTRC89
2e5867407e Fixed wrong alpha test in alpha blended faces 2024-04-10 06:08:47 +02:00
Lwmte
743022820d Update Changes.txt 2024-04-07 08:16:37 +02:00
Stranger1992
6c7f7e7419 Update Changes.txt 2024-04-06 08:11:09 +01:00
Stranger1992
1e9fcdf001 Update Changes.txt 2024-04-06 08:10:26 +01:00
Nemoel-Tomo
036a846a69
TR4 squishy block 1 + 2 (#1337)
* port of the TR4 squishy blocks 1 and 2
* Slot rename:  ID_SQUISHY_BLOCK_HORIZONTAL , ID_SQUISHY_BLOCK_VERTICAL
---------

Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
2024-04-06 08:06:48 +01:00
Lwmte
b8b76cd9c9 Update Flow.html 2024-04-06 08:24:22 +02:00
Lwmte
e7b36e5692 Update FlowHandler.cpp 2024-04-06 08:21:14 +02:00
Lwmte
86f9cb86c7 Add GetFlipMapStatus function 2024-04-06 08:16:07 +02:00
MontyTRC89
3c3acaeb82 Merge branch 'develop' of https://github.com/MontyTRC89/TombEngine into develop 2024-04-06 06:12:45 +02:00
MontyTRC89
8ece609f4c Fixed slpha blended sprites 2024-04-06 06:12:38 +02:00
Lwmte
08b1bfa9ab Uncomment flipmap documentation 2024-04-04 21:33:49 +02:00
Kubsy
0511afab9f
Update Changes.txt 2024-04-01 16:06:11 +01:00
Nemoel-Tomo
9bd6bc09da
Fish Emitter (#1332)
* Tomo - FishEmitter

* nothing to see

* update fishes

* update fishes

todo: draw fishes, formatting, leader fish movement, make fish species with ocb

* update leader fish movement

* Update little fishes behaviour

Calculate the distance to the other fish

* update fish and appearance

* formatting

* formatting

* Formatting and cleanup

* Formatting

* Formatting; remove unused variables

* update ocb codes and behavior of the fishes

* update fish escape behavior

* formatting

* removed debug lethal value

* changing number of fish by changing HitPoints

* formatting

* update randomTargetGenerator

* add wiggle to the fish, clear fish swarm with level change

* update wiggle

* fish movement update

* update OCB values and update wiggle

* Use std::vector; formatting + cleanup

* Simplify; formatting

* Delete fish.h

* Rename files; update water surface clamp

* make fish not targetable

* update randomtarget: sphere radius, don't spawn outside room

* formatting

* fish can now follow a path (AI_FOLLOW)

You can use any number of Ai objects for a lap. If you then want to make a round for another school of fish, you simply leave out an OCB number. This way the engine knows which numbers belong to which swarm. the first AI_FOLLOW (the one that's on the same square as the fishemitter does not count for patrolling but also needs an OCB)

* Formatting

* Add constant

* Formatting

* Remove unused parameter

* Add GeneratePointInSpheroid() function

* create random target within a spheroid

* steering fishes with UPV

* using Pose.Position for savegame

* Remove includes; update math function; change back to float positions; save fish

* bugfix and resolving conversations

* Fix formatting

* Remove space

* Update fish update interval; add TestGlobalTimeInterval() function

* Update clock.cpp

* Add offset argument to TestGlobalTimeInterval()

* Update clock functions

* Update clock.cpp

* fixed last bugs, resolve conversation

* fixed errors

* Minor formatting

* Remove player state check

---------

Co-authored-by: Sezz <sezzary@outlook.com>
2024-04-01 16:05:08 +01:00
Sezz
5b7816eb96 Further organise ItemInfo struct 2024-03-31 23:50:19 +11:00
Sezz
369a6dd539 Additionally replace NO_JOINT with NO_VALUE 2024-03-31 23:19:37 +11:00
Sezz
414970ccff
Adopt NO_VALUE constant (#1340) 2024-03-31 22:37:06 +11:00
Sezz
9a98ce04c1 Reorganise script VolumeObject.cpp according to standards 2024-03-31 02:02:48 +11:00
Sezz
2309c85374 Reset spotcam changes to be merged from branch 2024-03-29 23:59:21 +11:00
Sezz
bd4a735c84 Update SPOTCAM struct 2024-03-29 17:55:49 +11:00
Sezz
0cb2bf9148 Update spotcam.h 2024-03-28 21:08:07 +11:00
Sezz
75753286ea Update spotcam.h 2024-03-28 21:03:39 +11:00
Sezz
fcf10a61d6 Merge branch 'develop' into sezz_point_collision_class 2024-03-28 19:27:15 +11:00