* start implementing teeth spike door
* further backport.
* further backport.
* Update TombEngine.vcxproj
* finish backport (with compile issue)
* update teeth spike door
* fix blood not appearing, add to ObjectID
* Update ObjectIDs.h
* Amended internal name to be consistent with other entries
* Renames
Teeth_Spike_Doors -> Slamming_Doors
Co-Authored-By: Kubsy <80340234+Kubsy@users.noreply.github.com>
* Further renames
Co-Authored-By: Kubsy <80340234+Kubsy@users.noreply.github.com>
* Enable shadow casting
* Randomise blood at lara's position instead of slamming doors.
* demagic numbers
* Addition of new sound slots for slamming doors (previously missing)
* Update: Uses of Item Flags to use Control function damageing methods.
- This commit includes the use of Item Flags to can utilise the damaging functions from the GenericSphereBoxCollision function.
- This commit changes the item pointer for an item reference.
- This commit applies condition checks to avoid the repetitions of instructions.
* Bug fix.
Now the doors don't cause damage to Lara while they are deactivated and only will start to cause damage once they get triggered.
* Revert platform toolset
* Update SlammingDoors.h
* address Sezz comments
* Formatting
---------
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Adngel <adngel@hotmail.com>
Co-authored-by: Sezz <sezzary@outlook.com>
* Imp Animation ENUMS
Demagic
* Clarify State & Anim 5
* Fixed Death routine
* Revert "Fixed Death routine"
This reverts commit ebdb20bf56.
* Re-fixed death routine and added OCB Enums
* Updated state values for consistency.
* Demagic imp damage value
* Fixed imp
- Fixed the rock mesh.
- Fixed the imp not scared of the torch (hand and floor).
- Optimized InitialiseImp() and ImpControl().
* De-magic Meshswap flag
* Demagic Attack Velocity
* Demagic rate of the meshswap changing. (Was too fast previously)
* Reduce distance check
* Update tr5_imp.cpp
* Remove second attack range
* Update tr5_imp.cpp
* Update tr5_imp.cpp
---------
Co-authored-by: TokyoSU <77746747+TokyoSU@users.noreply.github.com>
* New rooms collector
* Fixed bugs in rooms collector;
Added caching of transformed portals vertices;
* Added more optimizations
* Fixed a bug in room collector;
Restored build configurations;
* Added static meshes caching;
Improved rooms collector;
Added statistics for rooms collector;
* Added ControlPhase time
* Corrected sme typos
* Moved scissor rectangle calculation away from draw routines
* Added cache invalidation
* Normalize camera to door vector
* Added test code from OL;
* Excluded dot = 0 from doors processing; Increades stack overflow guard limit to 128; Removed test code;
* Optimized drawing of additive sprites
* Increased sprites instances count to 512 per bucket; Index UV array in shader by index instead of branching;
* Cleanded sprites shaders;
Optimized alpha blended sprites;
* Added Width and Height fields to Texture2D;
Restored underwater caustics;
* Restored bars drawing;
* Restored drawing of overlays
* Fixed fit code in DrawFullScreenSprite()
* Upgraded to DXTK 2019;
Implemented DDS loading;
* Upgraded DXTK to 2019
* Allow loading of both DDS and PNG textures
* Temporarly disabled shininess in inventory
* Optimized alpha blended faces;
Fixed bug with floating statics alpha blended polygons;
Fixed gunshells when alpha blended faces are present on screen;
Restored debug stats also for release mode;
* Fixed GPU states in alpha blend pass;
* Some names refactoring;
* Renamed AddSprite3D to AddQuad;
Added overload to AddQuad for setting individual colors to each quad vertex;
* WIP statics instancing
* Refactored constant buffers;
Restored gunflashes;
WIP dynamic lights for instanced statics;
* Polished instancing code
* Code fixes
* Changed grouping of instanced statics using std::map;
Improved instancing;
* Fixed lighting for instanced statics
* Draw gunshells with instancing
* Changed caustics frame index if out of range
* Removed not needed and repeated calculation of room's distance in rooms collector
* Avoid doing dot product if already was tested that door can't be seend by current camera position
* Removed old debug variables;
Added dot products count debug variable;
Avoid doing dot product if already done;
* Fixed normal mapping
* Fixed drawing of effects, moveables explosions and other things using the static FX;
* Instancing for scarabs and bats
* Fixed missing sorted sprites in overlapping rooms
* Fixed sorted quads drawing (and now footprints work)
* Added white sprite;
Added AddColoredQuad() functions;
* Fixed missing sprites
---------
Co-authored-by: MontyTRC89 <montyhammet@hotmail.it>
Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
* Fix sophia ocb
- They where using flags instead of normal, also removed the immortal state in tower mode to let the modder do that instead.
- Removed the SetFlagField and GetFlagField which will be removed later.
- Increased small bolt damage, it was too low to do any damage to lara.
- Added the knockback collision for sophia. (WIP)
* added drawing for knockback shockwave
* Added knockback effect correctly.
- Need to add the explosion effect when knockback is called.
* Readd knockback type
* pulled the last commit
* new pull
* added knockbackeffect
* Fixed distance and orient for knockback
- Reduced distance for knockback to match the effect.
- Added a small explosion (only effect) to lara position when knockback is called.
- Fixed knockback velocity being invalid after orient was changed.
* Fixed double empty line.
* Update Changes.txt
* Update Changes.txt
* Fixed what @Lwmte reported
* Minor formatting; demagic values
* Add braces tabs
* Minor comment changes.
* Update SophiaLeigh.cpp
* Revert "Update SophiaLeigh.cpp"
This reverts commit c066b2ce92.
---------
Co-authored-by: Nemoel-Tomo <tomo_669@hotmail.com>
Co-authored-by: Sezz <sezzary@outlook.com>
* Update tr3_civvy.cpp
- Reorganize includes by alphabetical order.
- Completed the States and Anim list,
- States renamed
- Changed pointers for references.
- Changed ranges that were causing block in the states machine.
* Ability to search for other enemies.
* Attack to other entities
* Update tr3_civvy.cpp
- Punches renamed with a more descriptive name.
- Added own rotation value to the Aiming states.
- Testing with AI.bite, in some cases it blocks the state behaviour when facing against enemies.
* Update tr3_civvy.cpp
* Cleaning unused code
* Changes to use ID_CIVVY instead of ID_CIVVIE
* Removed case
Lara is not in the ActiveCreatures list.
* Update README.md
* removed redundant variable.
* Update tr3_civvy.cpp
* Update tr3_civvy.cpp
* Update tr3_civvy.cpp
* Todo note
When the civvy is in function, he searches for active entities nearby and if conditions accepts, he selects it as target.
However, if an AI object is applied, that enemy search is not done, to avoid it mess with the AI objects searches that are also stored in the same creature->enemy (variable, where he also stores his target).
Because of this, when is in a AI state (PATROL, GUARD), there is not enemy search detection, so he won't snap out of the AI state unless that he get actually attacked (a condition that make him alert, and being alert, the AI states dissapear).
I leave pending for the future the polishment of this feature for this creature (that surelly will must be done in addition with other creatures).
For the others enemies, this problem is also there but is more subtle because they only have to check for Lara, but this enemy that use to be friendly to Lara, need to focus on the other entities, and the function GetAITarget is not ready for that at this moment.
* Fixed issues with update to develop branch
* Head rotation update.
Now it only will look at target if this is ahead. If it's behind, the entity will look forward instead of constantly looking at side (for the rotation clamp).
* Feedback applied
* Update Feedback
* Removal of ID_CIVVIE (Unused)
* Added fix for removal of old ID_CIVVIE slot so the ObjectIDs remain the same.
* Update Feedback
* Fixing identation
* Update tr3_civvy.cpp
* CivvyBiteStruct
* Update feedback
---------
Co-authored-by: Kubsy <80340234+Kubsy@users.noreply.github.com>
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Sezz <sezzary@outlook.com>
* Fixed tony not using boss effects.
- Fixed tony taking damage before the fight if lara is not in this detection range.
* Added orange color to tony explosion.
* Removed new hitPoints immunity
- There was already a check for that :p
* Remove old tony file.
* Formatting
* Formatting
* Update Changes.txt
* Update Changes.txt
* Fix project after develop merge
* Convert GetRandomControl() calls as requested
* Rename tony file to the old one.
* Fixed InFront flame not touching lara.
---------
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Kubsy <80340234+Kubsy@users.noreply.github.com>
* Fix big_gun projectile exploding instantely.
- Fix a possible crash with biggun if CreateItem() is saturated.
* Update Changes.txt
* Update big_gun.cpp
- Revert lara gunsmoke value.
- Update the projectile roomNumber when spawned.
* Minor changes