vvs-
vvs-
Crouching makes Lara to slide very fast, too.
Standing on a narrow edge creates high frequency oscillation. E.g. `63036,55033,1255,328,0,0` in _Palace Midas_.
Another funny effect of this bug is when you start turning Lara clockwise she will eventually slide backwards on a flat horizontal surface if there is a certain mesh near...
Much better now. There is no collision sliding except when she picks-up an item. That's visible in _Jungle_ first secret if she's trying to pick-up items while still in crouch...
Don't count indents as a tabs, every editor has its own settings. At least there should be a convention how much spaces are in each tabulation. And should editor insert...
There are different tools to beautify code, like `indent`, `astyle` or `clang-format`. It can be even included in CMake project and run automatically.
In this case only the camera is not updated after loading. One possible workaround is just rotating it until it fixes itself. But that's not a proper fix of course.
> In OpenTomb it's currently done via checking current entity activation mask That's where it does this wrong. It should check the new mask instead.
Yes, that's true. The trigger operations are very low level and the Core levels abused this very often. The same thing can be said about animations and collisions. Making it...
Looks like it's related to #94.