Commit graph

9399 commits

Author SHA1 Message Date
Lwmte
60a89741c6 Fixed #1303 2024-02-18 12:47:03 +01:00
Lwmte
35e411b9a8 Fixed #1312 2024-02-18 02:48:07 +01:00
Jakub
fec6828928
Update Changes.txt 2024-02-17 10:16:06 +00:00
Jakub
b08f2fcbe2
Update Changes.txt 2024-02-17 10:14:56 +00:00
Nemoel-Tomo
8a16b9db86
Revised spiky wall (#1327)
* 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>
2024-02-17 10:13:01 +00:00
Lwmte
878a34a85d Fixed #1321 2024-02-17 10:18:03 +01:00
Lwmte
a645086112 Fixed #1328 2024-02-17 10:00:37 +01:00
Sezz
3f219f85d4 Add comments to floordata; simplify 2024-02-14 18:51:28 +11:00
Lwmte
3c4b6fcf3c
Ldoc portable compiler (#1330)
* Add portable ldoc compiler and build event

* Remove broken ldoc compiler

* Remove unneeded file, remove timestamp

* Update documentation
2024-02-13 17:02:25 +00:00
Sezz
f9fd81266f Remove remaining output arguments from floordata functions 2024-02-12 20:25:07 +11:00
Sezz
f286f70387 Remove output arguments from floordata functions 2024-02-12 19:41:33 +11:00
Sezz
bda2650862 Move WALL_PLANE constant 2024-02-12 18:22:40 +11:00
Sezz
3001e3ccfe Simplify floordata 2024-02-12 18:05:25 +11:00
Sezz
4ac616bbc1 Simplify floordata 2024-02-12 17:29:14 +11:00
Sezz
b98995bf32 Update BitField 2024-02-12 16:54:56 +11:00
Sezz
2b2b06aebd Formatting 2024-02-12 16:51:02 +11:00
Stranger1992
a77ada8f45 Add Lua API generator and regenerated docs 2024-02-11 22:28:56 +00:00
Adngel
6a863a86e9 Update Changes.txt 2024-02-11 19:37:43 +01:00
Adngel
cc333e2f32 Dragon Implementation Merge
commit 03d9df2199
Merge: 3ad6a1b25 acf385693
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: 1e5d93b93 919ff5065
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: 993f19899 38503b262
Author: Adngel <adngel@hotmail.com>
Date:   Tue Jan 30 16:26:58 2024 +0100

    Merge branch 'develop' into Dragon_update

commit 993f19899e
Merge: dd6eaceff 94bfadca5
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: 0bbcefd2b b29b68e36
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: 188b69e5a 8df57a57c
    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: ece01e7a4 07879bc74
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
2024-02-11 19:29:14 +01:00
Lwmte
acf385693e Fixed sounds resuming in pause mode while switching between apps 2024-02-09 02:32:09 +01:00
Lwmte
05788b7978 Update Changes.txt 2024-02-07 17:39:20 +01:00
Stranger1992
919ff5065a Added comment to changelog 2024-02-04 20:55:29 +00:00
Jakub
1cdb4e0726
Update Changes.txt 2024-02-04 17:11:39 +00:00
Jakub
4fdedc3b00
Update Changes.txt 2024-02-04 17:00:40 +00:00
Sezz
52dff03342
Winston port (#1272)
* 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>
2024-02-04 16:57:35 +00:00
Sezz
f2b4b6a893 Simplify floordata methods 2024-02-04 22:14:11 +11:00
Sezz
41508a2217 Revert "WIP Floordata 1"
This reverts commit dbeccb885e.
2024-02-04 01:06:48 +11:00
Sezz
dbeccb885e WIP Floordata 1 2024-02-04 01:05:43 +11:00
Sezz
0fdf829b3b Remove 1 GetCollision() overload 2024-02-02 01:22:28 +11:00
Sezz
b72766b460 Remove 2 GetCollision() overloads 2024-02-02 00:58:59 +11:00
Sezz
253aa3816d Remove 3 GetCollision() overloads 2024-02-02 00:44:52 +11:00
Sezz
75c8ff2601 Simplify 2024-02-02 00:07:05 +11:00
Sezz
4d6f22a948 Remove comment 2024-02-01 23:44:09 +11:00
Sezz
923790041d Process tilts correctly for bridges rotated on X and Z axes 2024-02-01 23:43:41 +11:00
Sezz
e9012c619e Remove parameters 2024-02-01 17:30:31 +11:00
Sezz
68899231f4 Update PointCollisionData class; adopt PointCollisionData in camera.cpp 2024-02-01 17:23:36 +11:00
Sezz
bedc4ee37a Update bridge parenting; let bridge orientation influence collision 2024-02-01 16:45:26 +11:00
Sezz
d0f0118d13 Merge branch 'develop' into sezz_point_collision_class 2024-01-31 19:05:49 +11:00
Sezz
85c35e4eb3 Remove warning 2024-01-31 18:35:45 +11:00
Sezz
7c21558f18 Implement missing method 2024-01-31 18:19:59 +11:00
Adngel
38503b2620 Rename EulerAngles::Zero to EulerAngles::Identity
Replacing some missing EulerAngles::Zero for the new EulerAngles::Identity
2024-01-30 16:24:57 +01:00
Sezz
b3651cd5b6 Merge branch 'develop' into sezz_point_collision_class 2024-01-31 01:30:21 +11:00
Sezz
94bfadca5f Rename EulerAngles::Zero to EulerAngles::Identity; update AxisAngle 2024-01-30 16:20:20 +11:00
Sezz
d5ac711da4 Extend GetPointCollision(); fix merge errors 2024-01-21 23:40:06 +11:00
Sezz
31f8859cd4 Merge branch 'develop' into sezz_point_collision_class 2024-01-21 18:56:14 +11:00
Adngel
b29b68e36b Updated comment (unused animation 442) 2024-01-17 20:16:51 +01:00
MontyTRC89
74425602ae Fixed darker title 2024-01-13 13:17:54 +01:00
Sezz
52de01b9f7 Merge branch 'develop' into sezz_point_collision_class 2024-01-12 17:31:51 +11:00
MontyTRC89
f92fa759e2 Merge branch 'develop' of https://github.com/MontyTRC89/TombEngine into develop 2024-01-12 05:47:40 +01:00
MontyTRC89
188b69e5aa Fixed drawing of fullscreen sprites in title 2024-01-12 05:47:35 +01:00