* Clean up some globals
* Fix endless loop on end level with incorrect index
* Move vehicle init to InitialiseLara
* Upgrade warning level to W2
* Fix some double-float warnings
* Fix more truncation warnings
* Remove more W2 warnings
* Fix incorrect LocationPad assignment
* Convert abandoned Shade field in moveables to Vector4 Color
* Fix some W3 errors
* Upgrade to W3
* Fix some W4 warnings, but not yet upgraded
* Small cleanup
* Apply moveable tint
* Enhance big gun rotation; vehicle cleanup
* Determine defaults for vehicle info members; keep camera elevation aligned with line of sight on big gun
* Organise constants
* Fix jeep/bike floor tilts
* Unify vehicle height calcs, fix bridges for vehicles
* Fix water vehicles
* Fix typo
* Introduce unified vehicle mounting mechanism and use it for the skidoo
* Ensure vehicle mounting occurs from correct side; modify skidoo and speedboat control inputs
* Update VehicleHelpers.cpp
* Fix kayak
* Standardise vehicle inputs
* Update vehicle acceleration input
* Make vehicle inputs constants
* Rename Airborne to IsAirborne
* Move generic vehicle functions to VehicleHelpers.cpp
* Also move constants
* Remove inaccurate vehicle mount condition
* Move vehicle constants to header; redo quad bike input replacement (further adjustment required)
* Establish vehicle mount constants for later; convert vehicle macros to constants
* Add condition to level start mount
* Organise and demagic some vehicle constants
* More cleanup and demagicking of vehicle constants
* Demagic and simplify UPV garbage
* Organise UPV angle macros and constants to make sense
* Organise a little more
* Final cleanup of UPV constants
* Add temporary vehicle velocity scale constant for easier removal later; demagic rubber boat velocity and turn rate values
* Cleanup, demagicking
* Cleanup
* Organisation
* Prototype vehicle turn rate modulation with skidoo and UPV
* Tentatively simplify UPV turn rate deceleration
* Fix UPV turning
* Tweak UPV turn rate macros
* Tweak UPV turn rate macros
* Complete vehicle mount function
* Use new vehicle mount function with quad bike
* Use new vehicle mount function with motorbike
* Add oneshot check to GetVehicleMountType()
* Prepare mechanism to allow starting a level already mounted on any vehicle
* Fix typo
* Cleanup and organisation
* Remove use of Lara global
* Use new vehicle mount function with minecart
* Fix spike deaths on vehicles
* Use new vehicle mount function with jeep
* Assess 2D distance for vehicle mounts instead of 3D for better fidelity around steps
* Cleanup
* Use new vehicle mount function with speedboat
* Fix mounts on boats
* Use new vehicle mount function with rubber boat
* Use new vehicle mount function with kayak
* Cleanup
* Use new mount function with UPV
* Fix motorbike nitro and remove useless flag checks
* Fix bike nitro, rotate wheels for vehicles
* Fix ItemPushStatic not to corrupt non-Lara items room number
* Remove unneeded clamps
* Fix typo
* Jeep: comply to tomb4 decompilation order
* Uncomment drift code for jeep, rename unknown2 to Gear
* Fix flag meanings
* Further backport of jeep from tomb4 project
* Use JeepBrakeLightJoints
* Update jeep.cpp
* Fix vehicle static collisions
* Add disabled option to insert nitro into motorbike
* Simplify UPV collision check
* Update comment
* Make vehicle function parameter ordering consistent
* Rotate UPV rudders when turning the vehicle
* Lean UPV when turning
* Simplify condition
* Simplify skidoo turn rate modulation
* Fix UPV turbine rotation
* Fix merge error
* Tentatively invert turning when moving in reverse on skidoo
* Add function to discard flares on vehicles to avoid copy-paste
* Add big reminder comment for savegames
* Fix another "epic" typo by me, convert enum hex values to shifts
* lara_struct.h cleanup
* UPV cleanup
* #include cleanup in vehicle headers
* Also brake quadbike with brake button
Co-authored-by: Sezz <seb.zych@outlook.com>
* Work
* Add ois.lib
* Add OIS headers/libs to project
* Fix small mistakes
* Update input.cpp
* Update input.cpp
* Update input.cpp
* Remove unnecessary event handlers as we are using direct polling
* Fix numpad controls not polling
* Enclose all input code under namespace, provide debug OIS lib variation
* Fix incorrect inventory call binding, add pause to control dialog
* Deselect by pushing inventory button as well, fix crossbow ammo string draw
* Demagic NUM_CONTROLS
* Verbose input init logging
* Calibrate and properly register movement analog axis input
* Fix crash when empty string is being displayed
* Initialize vibration interface, if it exists
* Register keyboard directional input as analog axis input as well
* Fix statistics exiting
* Fix weird UpdateInput call
* Copy current layout to configuration
* Fix issues with saving controls
* Register axis values for POVs too
* Register several POV directions at once
* Increase deadzone a bit
* Simplify enums
* Update input.cpp
* Move includes out of input.h
* Bump deadzone even further as it seems xbox controllers have massive axis errors
* Prevent event spamming in case OIS polling failed
* Destroy input system on exit, cosmetic changes
* Take deadzone into account when normalizing axis values
* Update TombEngine.vcxproj
* Resolve small precision loss in axis normalizing
* Clean up unused control constants and enums
* Update input.h
* Demagic InputActions enum
* Render pause menu header
* Introduce helper functions to modulate Lara turn rates and begin replacements
* Make turn directions explicit
* Conduct remaining replacements of turn rate modulations
* Update lara_helpers.cpp
* Add smoothstep function to math library
* Use scaled axis value for true analog input
* Update input.cpp
* Add Joey's camera rotation from old branch
* Fix camera not going back to previous position when stick is released
* Simplify ModulateLaraTurnRate()
* Widen look angle
* Avoid collisions with actions bound to non-directional axis
* Small tidying
* Remove unused header
* Remove copypasted code
* Mask flare animation
* Rename 5th and 6th axis to LT/RT
* Prototype force feedback support
* Add directional rumble support (probably XInput-only)
* Shake controller on startup if supports vibration
* Update OIS libs to support XInput FF
* Simplify ModulateLaraTurnRate()
* Update player modulation functions; simplify turning, leaning, and flexing in state functions; lara.h cleanup
* Update Win32ForceFeedback.h
* Fix crawl flex function
* Revert "Update Win32ForceFeedback.h"
This reverts commit aa7099ed5b.
* Update OIS libs
* Add options for thumbstick camera and vibration
* Make use of autotarget option
* Display NON-SCREAMING names in controls, add hack to cancel axis value on both right+left input events
* Remove useless control hacks for simultaneous directional input
* Delete ten_itemdata_generated.h
* Add scroll lock to bindable controls
* Update input.cpp
* Update input.cpp
* Make input device namings consistent
* Bring back IN_SELECT override
* Fix crashing on startup and some other bugs
* Add rumble to some in-game events
* Add some more vibration events, stop them when going to menus
* Some changes to rumble power
* Add rumble for rocket/grenade launchers and explosive damage
* Add rumble for screen shake effect
* Fix 2 mistakes in inventory strings
* Rumble for camera more precisely
* Fix debounce in binocular mode
* Update camera.cpp
* Add HK lasersight rumble
* Simplify ModulateLaraLean()
* Update input.cpp
* Fix crawl flex modulation(?)
* Add slight rumble to harpoon and crossbow fire
* Remove the confusing counteracting turn rate reset in favour of something simpler
* Simplify turn rate reset input checks; leanup
* Clamp turn rate axis coeff when airborne
* Remove empty line
* Simplify a function
* Cleanup
* Fix rumble being constant
* Use shorter rumble time for shooting guns
* Fix single arm shooting
* Fix leaning left with joystick; clamp crawl flex max; tweak walk lean max; cleanup
* Don't do too long splat and jump smash vibrations
* Cancel turn rate when exiting water, grabbing ledge, or doing a splat
* Rename function
* Move ModulateLaraTurnRateY() callsin crawl and crouch turn states
* Reset turn rate when performing crawl vault
* Convert all health decrease events to DoDamage calls
* Remove SpasmEffectCount and unify touching with DoDamage
* Give specific time delay before sprint jump is possible
* Don't rumble on zero damage
* Reorder input pipeline to prevent left+right collisions
* Rename shady global
* Rumble when breaking neck in swandive
* Update lara_jump.cpp
* Don't vibrate on soft splat
* Fix combine item text alignment
* Vibrate in settings only if setting was changed
* Pulse gamepad on critical health condition
* Don't get out of water into objects
* Add critical air constant
Co-authored-by: Sezz
* Use spiky gunflash for MP5 if available
* Make order to Test/Touch/Mesh bits in ItemInfo and convert all to uint64 properly
* Fix TR4 sentry gun using wrong rotations after wad conversion
* Fix find and replace error
* Convert ExplodingDeath to also use all 64-bit range
* Fix stack overflow due to strange compiler quirks
* Fix gunflashes for TR4 enemies
* Reorganize sound condition checking to finally resolve all problems
* Remove weird sound play condition casts
* Update ten_savegame.fbs
* Update ten_savegame_generated.h
* Convert meshbits back to 32 bit
* Update Renderer11DrawEffect.cpp
* Enable multiple blend modes for particles, add poisoned particles support
* Reduce max poison potency
* Add debug box output for pathfinding
* Properly clean and restore game and level statistics
* Fix wrong condition in keyhole collision check which led to infinite inventory call
* Fix keyholes again
* Save particles in savegames
* Update tomb4fx.h
* Clean up particle code, save quadbike info in savegames
* Save UPV info in savegames
* Allow quadbike to ride through shallow water
* Update quad.cpp
* Make slowdown dependent on water depth
* Fix epic bug with calculating water depth
* Clean up quadbike water code
* Remove incorrect debug box drawing
* Tidy up current iteration of joint bit helpers
* Customize drag for water and quicksand separately
* Use auto* instead of auto to make code more readable
* Add quadbike hack for ending up in shallow underwater caverns
Co-authored-by: Sezz
Replace ai_target with ai_target_number as the latter isn't even used. We could probably remove CreatureTarget as it's not in keeping with how saves currently are, but I've not done that here.
Save and load item data verbatim. Creating and initialising dynamic items on load was causing items (in this case, the GRENADE_ANIM item) to go into the wrong slots, and causing chaos down the line.