* remove collision for geo for spiky wall
To stop the wall, just make a volume trigger and set the OCB of the wall to 0
* fixed pushing object
* update spiky wall
it explodes shatterable statics, kill enemies, stops at another spiky wall
* Update SpikyWall.cpp
* Update SpikyWall.cpp
---------
Co-authored-by: Sezz <sezzary@outlook.com>
commit 03d9df2199
Merge: 3ad6a1b25acf385693
Author: Adngel <adngel@hotmail.com>
Date: Sun Feb 11 19:23:38 2024 +0100
Merge branch 'develop' into Dragon_update
commit 3ad6a1b252
Author: Adngel <adngel@hotmail.com>
Date: Mon Feb 5 12:54:21 2024 +0100
Added safety measures for Bartoli ItemFlags[3]
Now if the 3rd explosion is deactivated using a negative value for ItemFlags[3], Bartoli will still be destroyed activate heavy trigger when its animation reaches to the end.
commit beccf36bf0
Merge: 1e5d93b93919ff5065
Author: Adngel <60930991+Adngel@users.noreply.github.com>
Date: Mon Feb 5 12:15:33 2024 +0100
Merge branch 'develop' into Dragon_update
commit 1e5d93b93b
Author: Adngel <adngel@hotmail.com>
Date: Tue Jan 30 19:37:06 2024 +0100
Update collision function for bones.
commit 83a2e53150
Author: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Date: Tue Jan 30 18:14:05 2024 +0000
Issue fix
* Add shadow for the dragon bones, and back half of the dragon
* Added randomness to the fire and smoke sprite
commit b7b7dd008d
Author: Adngel <adngel@hotmail.com>
Date: Tue Jan 30 17:28:44 2024 +0100
fix collision routine for ocb 1.
commit 259063bc00
Author: Adngel <adngel@hotmail.com>
Date: Tue Jan 30 16:32:20 2024 +0100
Rename :Zero for :Identity
commit fc7cf96355
Merge: 993f1989938503b262
Author: Adngel <adngel@hotmail.com>
Date: Tue Jan 30 16:26:58 2024 +0100
Merge branch 'develop' into Dragon_update
commit 993f19899e
Merge: dd6eaceff94bfadca5
Author: Adngel <adngel@hotmail.com>
Date: Tue Jan 30 16:01:20 2024 +0100
Merge branch 'develop' into Dragon_update
commit dd6eaceff8
Author: Sezz <sezzary@outlook.com>
Date: Mon Jan 29 14:28:03 2024 +1100
Fix formatting
commit 49477d2954
Author: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Date: Mon Jan 29 01:51:43 2024 +0000
Add additional lighting to Bartolli transformation
In the original TR2: the light was white. But that, I believe, is because their engine did not have coloured lighting in. But for the TEN version I have changed it to green to match the "Sphere of Doom" colour.
commit e45bce8107
Author: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Date: Mon Jan 29 00:43:59 2024 +0000
Add and restore missing TR2 sound effect
commit 745063d740
Author: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Date: Sat Jan 27 00:21:52 2024 +0000
symbol rename for clarity
commit e38a5d2690
Author: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Date: Sat Jan 27 00:20:27 2024 +0000
Add inhale effect before fire
commit 3a06a7a546
Merge: 0bbcefd2bb29b68e36
Author: Adngel <adngel@hotmail.com>
Date: Thu Jan 25 12:03:16 2024 +0100
Merge branch 'develop' into Dragon_update
commit 0bbcefd2b8
Author: Adngel <adngel@hotmail.com>
Date: Thu Jan 25 11:49:55 2024 +0100
Back Collision reactivated
It still is deactivating the collision of the back half to make easier for the player to reach the dagger.
commit a35315bb65
Author: Adngel <adngel@hotmail.com>
Date: Thu Jan 25 11:32:54 2024 +0100
Explosion times in ItemFlags
So builders will can customize them if they change Bartoli's animation.
commit 03ffcfeaf7
Author: Adngel <adngel@hotmail.com>
Date: Thu Jan 25 11:23:43 2024 +0100
Heavy Trigger activation
Bartoli now activates the heavy Triggers located in its sector. It doesn't use the ItemFlag[1] to decide what enemy spawn..
commit 15bb5e22fa
Author: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Date: Sun Jan 21 21:24:50 2024 +0000
Add missing TR2_Dragon_fall SFX
commit c84e0aedf6
Author: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Date: Sun Jan 21 17:00:13 2024 +0000
Add SFX to transformation effect
commit d70c19f55e
Author: Adngel <adngel@hotmail.com>
Date: Sun Jan 21 16:52:13 2024 +0100
BlendMode update
Updating to the new formatting.
commit 0da4308460
Author: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Date: Sun Jan 21 15:25:41 2024 +0000
Squashed commit of the following:
commit b29b68e36b
Author: Adngel <adngel@hotmail.com>
Date: Wed Jan 17 20:16:51 2024 +0100
Updated comment (unused animation 442)
commit 74425602ae
Author: MontyTRC89 <montyhammet@hotmail.it>
Date: Sat Jan 13 13:17:54 2024 +0100
Fixed darker title
commit f92fa759e2
Merge: 188b69e5a8df57a57c
Author: MontyTRC89 <montyhammet@hotmail.it>
Date: Fri Jan 12 05:47:40 2024 +0100
Merge branch 'develop' of https://github.com/MontyTRC89/TombEngine into develop
commit 188b69e5aa
Author: MontyTRC89 <montyhammet@hotmail.it>
Date: Fri Jan 12 05:47:35 2024 +0100
Fixed drawing of fullscreen sprites in title
commit 8df57a57c7
Author: Sezz <sezzary@outlook.com>
Date: Thu Jan 11 16:43:29 2024 +1100
Add GetBoundingBox() and GetClosestPointOnLinePerp() functions; minor updates to geometry math
commit 1635f9048f
Author: Sezz <sezzary@outlook.com>
Date: Thu Jan 11 16:31:29 2024 +1100
Update TranslatePoint() overloads
commit 1d06a4c9b8
Author: Sezz <sezzary@outlook.com>
Date: Thu Jan 11 02:50:15 2024 +1100
Use AxisAngle in TranslatePoint() overload
commit ba648e1383
Author: hispidence <squidshirehimself@gmail.com>
Date: Sun Jan 7 13:22:52 2024 +0000
Fixed doc comments and regenerated docs.
commit d1c0050d8d
Author: Lwmte <3331699+Lwmte@users.noreply.github.com>
Date: Sat Jan 6 15:26:46 2024 +0100
Update config.ld
commit 657e3fb2ee
Author: Jakub <80340234+Kubsy@users.noreply.github.com>
Date: Sat Jan 6 13:52:24 2024 +0000
merge (#1313)
* Update New_Level.lua
* Revert "Update New_Level.lua"
This reverts commit 90b2d00644.
* Revert "Revert "Update New_Level.lua""
This reverts commit 7fc3191b4d.
commit 9f38943005
Author: Lwmte <3331699+Lwmte@users.noreply.github.com>
Date: Sat Jan 6 13:36:18 2024 +0100
Update scripts structure
commit 860b44223b
Author: Lwmte <3331699+Lwmte@users.noreply.github.com>
Date: Sat Jan 6 13:16:26 2024 +0100
Update Changes.txt
commit 9192981417
Author: Lwmte <3331699+Lwmte@users.noreply.github.com>
Date: Sat Jan 6 12:35:29 2024 +0100
Update Resources.rc
commit a0a5ee68db
Author: Lwmte <3331699+Lwmte@users.noreply.github.com>
Date: Sat Jan 6 12:33:42 2024 +0100
Update Changes.txt
commit 4ea26e5de7
Author: Lwmte <3331699+Lwmte@users.noreply.github.com>
Date: Sat Jan 6 09:07:16 2024 +0100
Fix several issues with LARA_START_POS
commit e4b286e41d
Author: Jakub <80340234+Kubsy@users.noreply.github.com>
Date: Fri Jan 5 22:23:22 2024 +0000
Update Changes.txt
commit b63cf527bc
Author: Jakub <80340234+Kubsy@users.noreply.github.com>
Date: Fri Jan 5 22:19:52 2024 +0000
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 4706f46982, reversing
changes made to bd413d00b2.
* 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 536c555b2d.
* 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>
commit e6c92decf3
Author: Adngel <adngel@hotmail.com>
Date: Thu Jan 4 11:06:18 2024 +0100
ObjectCollisions update
For object collisions with other items that are not Lara. (Like vehicles hitting enemies or colliding with pushables or traps).
commit 48c2158c42
Author: Joey Quint <joey_quint@hotmail.fr>
Date: Mon Jan 1 22:24:38 2024 +0100
Fix typo in CalculateHorizontalDistance()
commit 0ad626c1d6
Author: Adngel <adngel@hotmail.com>
Date: Sat Dec 30 12:36:53 2023 +0100
Wolf new OCB
- OCB 0: Wolf starts in walking animation, ready to chase Lara.
- OCB 1: Wolf starts in sleeping animation. (As it was before).
commit 33ee22f142
Author: Adngel <adngel@hotmail.com>
Date: Fri Dec 29 22:28:26 2023 +0100
New HitEffect::NonExplosive
A hitEffect that emit blood on hit, but if killed with explosive ammo, it won't trigger the death. (What will avoid the explosion, and in case like Dragon, it will can keep doing its custom death routine).
commit ba80130222
Author: Adngel <adngel@hotmail.com>
Date: Fri Dec 29 21:41:41 2023 +0100
Update Collision function
Now Collision function is only used by front half, removing mentions and references to the back half.
commit fd11ecf3d2
Author: Adngel <adngel@hotmail.com>
Date: Fri Dec 29 20:46:03 2023 +0100
HACK collision conflict fix
I had to deactivate the collision of the back half to avoid the shacking of the dragon due to the collision hit with the front half.
commit 9b5141e9b8
Author: Adngel <adngel@hotmail.com>
Date: Fri Dec 29 15:55:56 2023 +0100
OBC note comment
commit 9c56a58cc1
Author: Adngel <adngel@hotmail.com>
Date: Fri Dec 29 12:27:23 2023 +0100
Removed Bartoli extra OCB
Now Bartoli only spawns at the level beggining, and only will activate its action when he gets triggered. Ignoring Lara distance.
To make him dissapear or reappear, builder can use the SetInvisible and SetStatus functions.
commit 41e23b2815
Merge: ece01e7a407879bc74
Author: Adngel <adngel@hotmail.com>
Date: Fri Dec 29 11:54:34 2023 +0100
Merge branch 'develop' into Dragon_update
commit ece01e7a40
Author: Adngel <adngel@hotmail.com>
Date: Sun Dec 10 15:53:47 2023 +0100
Bartoli ItemFlags 0
commit 5f32f7546b
Author: Adngel <adngel@hotmail.com>
Date: Sun Dec 10 14:25:15 2023 +0100
Deactivate Collision during death effect
So Lara won't collide with dragon meshes while these are sinking in the floor.
commit 269069521e
Author: Adngel <adngel@hotmail.com>
Date: Sun Dec 10 13:43:30 2023 +0100
Fix mesh color issue
commit 56e8b29e99
Author: Adngel <adngel@hotmail.com>
Date: Sun Dec 10 13:39:30 2023 +0100
Code recovered from old branch
* Port Winston
* Update sfx enums for Winston
* Add ObjectIDs for Winston
* added hitroutine to Winston
* Added suggested Winston animation enumerators
Change at will if you do not agree.
* Simplify Winston enumerators
* Renames
* Remove unused function
* removed ID_ARMY_WINSTON, OCB for behaviour
Winston with OCB is army winston. he can guard and has no cup sounds
Winston without OCB is normal winston. He can not guard and has cup sounds when walking
* Added ID_MESHSWAP_WINSTON_ARMY_OUTFIT. Slot ID #1120
* IDK if this solution about targeting is ok
* revert aiming changes
* made Winston with OCB0 not targetable
* fixed issue when changing OCB in runtime
* removed hardcoded cup sound effect
* Formatting
---------
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Nemoel-Tomo <tomo_669@hotmail.com>