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A new custom Tomb Raider engine based on TR5 engine

Results 137 TombEngine issues
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![unknown](https://user-images.githubusercontent.com/3331699/184548087-972f6260-a628-4dba-ab91-0a5952f20b0b.png) Faces are rendered in wrong order or "z-fighting" occurs with alpha blended faces, but when switched to alpha test - ok. Gecko: "Yeah i only used the texture normally,...

Bug
Renderer

### TombEngine version v1.4 ### Tomb Editor version v1.7.1 ### Describe the bug The Flow.SetIntroImagePath() function looks for the image inside the `Engine\Bin\x64` (or x86 depending on the operating system)...

Bug
Lua

### Is your feature request related to a problem? Please describe. Been watching a few streams and they have been accidentally started a new game after they have died a...

Enhancement

### Is your feature request related to a problem? Please describe. Currently, you can only SET the fog colour and distance but not get it. ### Describe the solution you'd...

Enhancement
Lua

### Is your feature request related to a problem? Please describe. Currently screenshots are sorted by DDMMYYYY, meaning that by default the screenshots are not chronologically sorted. ### Describe the...

Enhancement

### Is your feature request related to a problem? Please describe. Whilst not a problem: there is currently no way to create a new camera object during runtime with the...

Lua

When **jumping up** and **grabbing a ledge**, Core always linked to animation 96: the **forward jump grab animation**. They just skip the beginning. _This means you can't have a proper...

Enhancement
In Review

### Is your feature request related to a problem? Please describe. There is currently no way to check the current level time (assuming we check the timer from statistics) this...

Lua

- [x] Introduce `LOTType` to configure creature pathfinding instead of weird `ZoneType` extension. - [ ] Introduce new amphibious zone especially for crocodile and possibly rat in future, and use...

Enhancement
Prioritary
Gameplay

It seems even after trying to stop a looping EventSet, it keeps being active. In this case, my `LevelFuncs.LowerPlantHolder` function keeps being called even after I've called the `:Stop()` method...

Bug
Lua