TombEngine
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A new custom Tomb Raider engine based on TR5 engine
Listen to that looping fountain sound in this video: https://youtu.be/lGRCBCOh0xE If I'm not mistaken this is an issue inherited from the classics. @asasas9500 has made a FLEP patch to fix...
- "One shot wait" is meant to prevent a sound from being played more than once at the same time. - "One shot rewound" is meant to stop other occurrences...
Full Magnum implementation. Damage = 2 hp Hotkey = 3 (other hotkeys have been moved of one position, rocket launcher is now 0 whilst previously was 9) Slots: 38 =...
- This include the ability to jump up and down 2/3/4 click height, jump pit of 1 or 2 block. - Fixed the running angle being 2 where it should...
5th tier of refactors to the animation system. Tier 4 was skipped because I had to do more than originally planned. **Requires new level format. For testing, please compile a...
- Fully replaced legacy `SPHERE` struct with DXTK's `BoundingSphere`. - Removed `CreatureSpheres` and `LaraSpheres` globals. - `GetSpheres()` returns a vector instead of filling an output argument. To test: - Ahmet...
Minor revision to avoid loading spot cameras as a chunk. Otherwise, modifying the `SPOTCAM` struct in any way would break everything. To test, ensure spot cameras still work as before.
- Add support for setting creature enemy to a Moveable of choice - Add support for setting a creature's target to a Vec3.
The white gloss overlay looks beautiful on the default bars, so I don't mean to suggest to ditch it entirely, but it interfers with customisation, especially if you want the...
This is a request to implement the following TRNG feature into TEN: https://www.tombraiderforums.com/showthread.php?t=222216 Description: ring menu as featured in TR 1-3