* WIP TR4 style mirrors
* Fixed broken previous commit
* Added debris and effects drawing in mirrored rooms;
Some optimizations for early skip non mirrored items;
* Implemented mirrors in file format
* Use default argument value for ReadCount
* Use emplace_back and camera room number
* Fixed items culling in mirror rooms;
Changed file format for having also virtual room;
* Cached reflection matrix of mirrors at load time;
Fixed lighting in mirrored items;
Added bad cull mode after mirrore debrises drawing;
Added mirroring of dynamic lights;
* Fixed ambient occlusion in mirrored rooms
* Fixed random statics positions while shooting
* Added logic for hiding selectively reflecting moveables and statics;
Added enabled flag for disabling mirrros in the future with LUA;
* Simplify renderer code, remove excessive if statements
* Update level.cpp
* Decopypaste more mirror-related code
* More decopypasting, rename inline function, remove unneeded arg
* Remove unnecessary inline, dont reflect room lights
* Fixed billboards, reintroduce ReflectVectorOptionally
* Fixed dynamic lights
* Update RendererDraw.cpp
* Fixed 3D sprites mirroring
* Draw reflections also when Lara is in any of mirrored rooms, not only camera
* Remove unrelated changes
* Remove lambdas
* Rename fields for consistency
* Reorganize renderer code a little
* Rename
* Spawn mirrored dynamic lights in Lara rooms too
* Update RendererDraw.cpp
* Add option to reflect sprites
* Update CHANGELOG.md
* Fixed mirrors on savegame reloading
* Fix Lara not mirroring when using binoculars
* Continuation of previous fix
* Fixed 3D non-sorted sprites mirroring
* Fixed various binocular / lasersight issues
* Fix meshswap, if object is not present
* Don't perform binocular animations if binocular meshswap is not present
* Rename CamOldPos and use more consistent type for it
* Update title.bin
* Fixed#1521
* Fixed#1522
* Interpolate Lara flare light, hide target highlighters in binos
* Fix#1525
* Fixed postprocessing order and precompile shaders to speed-up loading
* Fixed#1524
* Fixed silent crash if several Lara objects are present in level near dynamic light with shadow
* Implement proper soft shadows
* Disable self-shadowing for now, as it's causing visual glitches
* Update RendererInit.cpp
* Update CHANGELOG.md
* Update CHANGELOG.md
* Formatting pass
* Revert "Formatting pass"
This reverts commit 88a8ba24de.
* Reapply "Formatting pass"
This reverts commit becd24da93.
* Update RendererFrame.cpp
* Final formatting pass
---------
Co-authored-by: MontyTRC89 <montyhammet@hotmail.it>
Co-authored-by: Jakub <80340234+Jakub768@users.noreply.github.com>
Co-authored-by: Sezz <sezzary@outlook.com>
* Initial commit
* Update CHANGELOG.md
* Provide helper method to convert rotation to directional vector
* Remove unneeded arguments, add missing function registration
* Fixed direction
* Fixed incorrect behaviour of Moveable:GetJointRotation() function
* Add optional castShadow flag to light functions
* Fixed spotlight shadows
* Cleanup
* Fix spotlight shadows again
* Interpolate dynamic lights, if unique ID is given
* Use name instead of unique ID
* Update docs
* Update CHANGELOG.md
* Fix incorrect variable type
* Update CHANGELOG.md
* Add use item callbacks, add menu boilerplate code
* Set up scripting API for game mode
* Use word "break" instead of "menu" everywhere
* Rudimentary implementation of BreakPhase
* More progress
* Doc update
* Always active lensflare
* Update CHANGELOG.md
* Fix hair interpolation for spectator mode
* Update target highlighter and other HUD elements while in break mode
* Fix various problems
* Don't try to update camera in spectator mode
* Cleanup camera code
* Rename break to freeze
* Update FlowHandler.cpp
* Update Flow.html
* Update control.cpp
* Rename method
* Add displaystring owner to differentiate between freeze modes
* Disable triggers and volumes in freeze mode
* Update control.cpp
* Rename enum
* Update CHANGELOG.md
* Implement full freeze, correct callback behaviour
* Update RendererDrawMenu.cpp
* Allow DumpGameScene to do partial pass
* Remove hack
* Introduce render mode enum to render scene without any postprocess
* Tidying
* Fix problems with items or renderer not updating before entering freeze mode
* Fix rebase errors
* Use interpolation factor getter instead of raw value everywhere
* Update documentation
* Fixed setting freeze mode from OnStart
* Fixed freeze mode not working in OnStart event
* Revert "Fixed freeze mode not working in OnStart event"
This reverts commit 87f6fbdc6d.
* Bypass cinematic bars and fades for non-full render modes
---------
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Sezz <sezzary@outlook.com>
* Initial commit
* Fix crash on title
* Update level.cpp
* Update CHANGELOG.md
* Do slight audiotrack fade-ins and fade-outs on leveljumps
* Implement hash checks
* Fixes
* Rename rapid to fast
* Fixed flipmaps and bridge reinit
* Bypass reinitializing renderer for fast reload
* Fix issue when title and last loaded level are the same files
* Update CHANGELOG.md
* Additional fixes
* Wrap savegame loading code into a try-catch
* Update CHANGELOG.md
* Remove door collision on fast reload, restore stopper flag
* Display log message if level file was not found
* Update CHANGELOG.md
* Clear blocked flag for boxes
* Implement fast reload setting
* Add defaults to settings
* Consistent naming
* Smooth level loading audio crossfades
* Stop non-ambience soundtracks early
* Minor formatting
* Update Settings.lua
---------
Co-authored-by: Jakub <80340234+Jakub768@users.noreply.github.com>
Co-authored-by: Sezz <sezzary@outlook.com>
* Add "Lara's Home" menu entry
* Minor things
* Move home_level into Strings.lua
* Lara's Home -> Home Level
---------
Co-authored-by: Sezz <sezzary@outlook.com>