Sezz
Sezz
Introduces the new and improved `PointCollisionData` class to replace `CollisionResult`. The advantage over the old method is that it fetches and caches computationally expensive data only when needed. It can...
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.
Revises animation sound effect conditions. Will require asset updates for water creatures later, but for now their sounds are handled with a special exception. Old sound conditions: - `Always` -...
Adds 2 new animation sound conditions for TEN as discussed on Discord. Could maybe change the UI depending on the game version of the wad2.
In TombEngine, I've introduced prototype interactable attractor objects that lay the foundation for upcoming enhancements and fixes related to ledge grabbing. Attractors are designed to provide a dynamic and dependable...
## todo - [x] I have added a changelog entry to CHANGELOG.md file on the branch/fork (if it is an internal change then it is not needed) - [x] Pull...
Updates the TEN level compiler to build levels that work with changes to animation management. Associated TEN PR: https://github.com/MontyTRC89/TombEngine/pull/1178
In WT, reordering animations is impossible without manually tracking all links and state dispatches. An automated swap feature would be useful to aid in keeping things organised when working on...