- Added the condition to avoid activate the crumbling platforms when Lara passes flying over them with DOZY.
- Change the Wade by TreadWater. (Platform may break while Lara walks in low waters, but it shouldn't break when Lara passes swimming).
Many files edited, but in short:
- There is a new function in _BridgeCol to activate/deactivate the bridge colliders of the stack.
- That function is called before and after the Collision detector for the roomNumber
- A flag to keep control of the bridge collision status has been added.
- Savegame data has been edited to include this new flag.
Is not a perfect solution, but is better than mine the code with precision collision scans. Unless until collision system get refactored.
There is a random bug when Lara pulls from climbable pushables, sometimes, she slides two sectors while pull from a pushable. I can't find the issue in the code logic nor any mistaken value.
I'm testing disable Lara's collision in this way to see if that bug stops happening. At the moment it has not happened to me again. So did it work?
Lara didn't use the collider in these pull/push animations, so there shouldn't be any consequence for she not having collision during these actions.
Water states uses the animation velocity Y as temporal variable for the gravity and oscilation period.
This fix add a couple more of resets to ensure they were ready for use by normal pushable movements.
Additionally, it moved a verification line into the bridge colliders function, what reduced deuplication in the Physics code.
In order to use a climbable pushable that connects a ladder, it needs to be a bit higher than the ceiling, so it needs the tolerance to can keep working with the rest of the system.