Lwmte
293f5c9e52
Fix #314
2021-11-12 01:11:11 +03:00
Lwmte
282927ffda
Fix #344
2021-11-08 17:28:04 +03:00
Lwmte
27c4dee8b2
Merge branch 'master' into errors
2021-10-28 11:28:24 +03:00
Lwmte
9a6031eeba
Remove anachronisms, go to level W2
2021-10-28 00:08:55 +03:00
MontyTRC89
824430d4cf
Added safety check for num lights in renderer; Increased rooms and flipmaps to 1024;
2021-10-27 08:35:11 +02:00
Lwmte
e6fc5aba77
Cleanup
2021-09-25 16:00:30 +03:00
Raildex
2b0b1ff282
Added newlines
2021-09-25 11:27:47 +02:00
Raildex
7b070e75ad
Fixed duplicated ITEM_INFO definition
2021-09-24 07:53:42 +02:00
Lwmte
8d86c2e97d
Rename draw.cpp to animation.cpp which makes more sense, some more edits
2021-09-16 05:06:03 +03:00
Lwmte
f8d9edeb81
Convert static position to PHD_3DPOS, fix crossbow bolt shatter, read/write proper shatter type
2021-09-10 13:49:45 +03:00
Lwmte
f293735d11
Move all effect source files to separate directory, rename effect2 to effects
2021-09-08 18:07:48 +03:00
Lwmte
fcdda87297
Fix enum
2021-09-08 14:05:09 +03:00
Lwmte
24ad8bffef
Generalize solid collision function, enum static flags
2021-09-08 14:02:32 +03:00
Lwmte
b1829d5ef9
Finalize
2021-09-08 13:39:29 +03:00
MontyTRC89
cea3608a25
Cleaned collision code; Cleaning AI code; Usin visibility for for statics culling; Fixed Lara crawling;
2021-09-04 07:53:21 +02:00
Lwmte
6d9cf3c214
Fix namespace case
2021-08-30 18:03:21 +03:00
Lwmte
b8c3b67f10
Move collision and FX functions from effect.cpp
2021-08-26 15:54:52 +03:00
MontyTRC89
0ed8181cda
Merge branch 'master' of https://github.com/MontyTRC89/TombEngine ; Renamed namespaces;
...
# Conflicts:
# TR5Main/TR5Main.vcxproj.user
2021-08-20 05:25:51 +02:00
MontyTRC89
c6fb38d67f
Fixed statics not disappearing after shatter; Some refactoring for ID_MUMMY and ID_SKELETON; Fixed plinth pickup;
2021-05-31 07:18:02 +02:00
Raildex
ddc88e9419
Refactor Renderer
2020-10-11 16:47:36 +02:00
Raildex
ac61f71386
Refactored framework.h
...
Removed Renderer headers from framework.h
Removed bass headers from framework.h
Removed windows-related headers to avoid nameclashes with std::min and std::max
added <algorithm> for general-purpose functions (like std::min/max)
Added NOMINMAX define to project
Minor Refactorings
2020-09-29 21:43:56 +02:00
Raildex
a8dd7e8962
Fixed no dynamic light when room doesnt have lights
2020-09-27 10:57:19 +02:00
Raildex
b58d18ade2
Refactored functions
2020-08-09 15:25:56 +02:00
MontyTRC89
689ec226e7
Frames refactoring
2020-07-25 18:02:35 +02:00
MontyTRC89
83bba01a99
Moving all globals of level under LEVEL struct; Fixed severe performance issue;
2020-07-21 09:56:47 +02:00
MontyTRC89
36fe66d617
Hairs done on GPU now
2020-07-07 07:32:33 +02:00
Raildex
88b23f4ecd
Merge branch 'master' into renderdatarefactor
...
# Conflicts:
# TR5Main/Renderer/Render11Helper.cpp
# TR5Main/Renderer/Renderer11Compatibility.cpp
# TR5Main/Renderer/Renderer11Draw.cpp
# TR5Main/Renderer/Renderer11Frame.cpp
# TR5Main/Renderer/Renderer11Lara.cpp
2020-07-03 10:09:13 +02:00
MontyTRC89
7ff7397fa7
New level format: meshes
2020-07-03 07:05:33 +02:00
Raildex
14368db3c6
Semi-working cubemapping.
...
improved camera functions
2020-07-01 08:46:07 +02:00
Raildex
8bce80a9ab
Refactored Rendering. You can now render scene to an arbitrary render target
2020-06-30 10:25:41 +02:00
Raildex
0bfeb84b45
Changed m_moveableObjects and m_staticObjects to vector<optional>
2020-06-28 11:12:52 +02:00
Raildex
3cd6100562
Merge branch 'master' into renderdatarefactor
...
# Conflicts:
# TR5Main/Renderer/Render11Helper.cpp
# TR5Main/Renderer/Renderer11.h
# TR5Main/Renderer/Renderer11Compatibility.cpp
# TR5Main/Renderer/Renderer11Draw.cpp
2020-06-27 19:48:50 +02:00
MontyTRC89
d8bf82eab1
New FLOOR_INFO struct; Refactoring rooms part I
2020-06-26 07:06:18 +02:00
Raildex
e5ead31064
Putting Renderer into namespace
...
made g_Renderer a global object
2020-06-21 14:27:12 +02:00
Raildex
d7a949c06a
Refactored Index/Vertex Buffer
...
Now uses ComPtr
2020-06-16 15:11:30 +02:00
Raildex
e2728d2850
Added Water Vertex Refraction
2020-06-15 14:39:10 +02:00
TokyoSU
b615a98c46
(Broken) Deleted Global Folder
...
- No more enums.h, constants.h, macro.h, etc...
- moved all structure in types.h to there respective file.
2020-05-30 15:55:23 +02:00
TokyoSU
29f0724693
New project format ( #206 )
...
* Starting Reformat the project
- New Import Method, no more "../../" in import,
- New Entity Folder Structure, less compile time
* Refactoring the Project
- added precompiled header with default import like microsoft or directx.
- fix many double import.
- fix math.h confliting math.h from
microsoft.
- fix effects.h confliting Effects.h from DirectX.
- refactored TR4 entity folder and how it's loaded.
* Update Some Code Before Switching to Master
* Finished the NewProjectFormat Template
- need to finish entity in the master later.
* Added Monty NewFileFormat
* Fixed Monty NewFileFormat Include
* Revert "Fixed Monty NewFileFormat Include"
This reverts commit ebf0afca10
.
* Trying to fix conflits for NewFileFormat
* Fixed .filters
* Last Commit in NewProjectFormat
2020-05-27 09:21:20 +02:00
MontyTRC89
fdc3ff9996
Refactored OBJET_INFO to ObjectInfo
2020-04-27 15:28:54 +02:00
MontyTRC89
6b819c2855
Started math refactoring
2020-04-25 16:23:53 +02:00
MontyTRC89
f3bb956927
First EXE build successfully
2020-04-24 19:15:05 +02:00
MontyTRC89
6bff6caed2
Decompiled input
2020-04-23 19:22:01 +02:00
MontyTRC89
9a78144600
Decompiled level loading functions; Moved lot of vars in DLL; Added Zlib;
2020-04-22 14:12:10 +02:00
MontyTRC89
f0925359fe
Hair refactoring test
2020-04-20 07:14:54 +02:00
Raildex
19f80a4202
Fixed Static Mesh Culling
2020-04-13 20:54:34 +02:00
Raildex
4e2ebeb9b5
Removed Frustum Culling for Statics, something is off with the collecting.
...
Tweaked Bubbles and Splashes
2020-04-13 15:57:28 +02:00
Raildex
ed413b028d
Added Frustum Culling
2020-04-13 10:12:16 +02:00
Raildex
961c137008
First Frustum Cull Test
2020-04-13 00:36:53 +02:00
Raildex
10c71365ac
Refactored Camera Matrix Buffer. Now contains only one precalculated ViewProjection which is calculated ONCE per frame
2020-04-12 22:21:47 +02:00
MontyTRC89
858f311811
HYDRA working fine; Fiixed effect mesh position;
2020-04-02 12:57:51 +02:00