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Tomb Engine Changelog
- Fix dodgy weapon lock angle constraints.
- Fix wrong shotgun ammo pickup amount.
- Fix shotgun using 6 units of ammo with each shot.
- Fix rocket explosions near statics.
- Fix TR3 monkey level crash.
- Fix occasional ejection when landing on a slope.
- Fix slow centaur projectile velocity.
- Adjust sprint jump timing.
- Fix grabbing narrow ledges below ceilings.
- Fix search animations.
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Removing Pistols with TakeItem and SetItemCount now works correctly.
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Vec3s can now be saved and loaded in LevelVars and GameVars.
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Support volume triggers made with node editor.
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Adjust max turn rate of idle state.
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Align Lara on slopes when crouching, crawling, and dying.
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Better slope alignment for large, flat enemies (i.e. big scorpion and crocodile).
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Lock turn rate when automatically aligning Lara to objects.
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Don't play Lara alignment animations if the interacted object is too close.
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Allow vertical pole mounts only when facing one directly.
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Allow vertical pole mounts while turning, walking, or running.
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Update monkey swing 180 turn animation.
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Update backward monkey swing animations.
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Added standing 180 turn. Activated with WALK+ROLL on dry ground, automatic when in wade-height water or swamp.
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Added crouch turn and crawl turn animations.
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Added new switch OCBs:
- 0 for wall switch
- 1 for small wall switch
- 2 for small button
- 3 for big button
- 4 for giant button (sequence switch)
- 5 for valve turn
- 6 for hole switch
- any other OCBs play corresponding switch on anim or OCB+1 switch off anim.
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Fix incorrect pole mounting.
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Fix zeroed forward velocity upon landing.
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Fix incorrect behaviour when falling on statics from the top after monkeyswing.
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Fix missing animcommand calls on first animation frame.
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Fix 1-frame turn rate delays.
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Fix occasional leave event calls when moving closer to volumes.
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Fix incorrect viewport size in windowed mode.
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Fix late landing animation dispatch in rare cases.
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Fix incorrect velocity calculations for death animations.
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Fix horseman's axe attack using his left foot as the damaging joint.
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Fix stargate blades needlessly pushing the player around while hardly doing any damage.
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Fix weapon hotkeys and add missing crossbow hotkey.
- Util.ShortenTENCalls no longer needs to be called; it is now automatic for both level scripts and Gameflow.lua.
- Flow.InvID has been removed; any function taking a pickup (e.g. GiveItem) now takes an Objects.ObjID instead.
- Added Enable, Disable, GetActive, Get/SetSolid functions for static meshes.
- Added FadeOutComplete, StopAudioTrack and StopAudioTracks functions.
- Account for objects in HasLineOfSight tests.
- Timer.lua, EventSequence.lua and Util.lua have been moved to a subfolder, Engine.
- LevelFuncs can now contain tables as well as functions. These tables can contain functions and other tables, and so forth.
- Moveable functions SetOnHit, SetOnKilled, SetOnCollidedWithObject and SetOnCollidedWithRoom no longer take strings, and instead take function objects themselves.
- EventSequence and Timer no longer require you to call Timer.UpdateAll in OnControlPhase.
- TEN.Logic.AddCallback and TEN.Logic.RemoveCallback have been added.
- GiveItem, TakeItem, and SetItemCount have been reworked (e.g. SetItemCount with a value of -1 can give infinite ammo/consumables).
- Added antialiasing support.
- Added static mesh scaling support.
- Added free rotation for teeth spikes instead of using OCB codes.
- Fix some issues with shimmying between diagonal ledges and walls.
- Fix rope transparency.
- Fix objects disappearing under certain angles at the edges of the screen.
- Fix incorrect polerope and jumpswitch grabbing.
- Fix camera behaviour with pushable blocks.
- Fix minecart unduck on inclines.
- Fix quadbike dismount with jump key and allow to shoot big gun with action key.
- Fix static meshes having wrong colors on savegame reload.
- Fix rollingball incorrectly killing Lara in water and in jump.
- Fix resurfacing on underwater death.
- Fix water to ladder animation not activating in all cases.
- Fix ripples not appearing on water connections higher than room bottom.
- Fix several problems with ropes (stumbling, rope length, etc).
- Fix several problems with teeth spikes.
- Fix falling through twoblock platform on room number change.
- Fix falling block breaking too early if placed on a vertical portal.
- Fix crashes when loading image files are missing.
- Disable trigger check for puzzle holes.
- Clear locusts and other swarm enemies on level reload.
- Enhance cobra AI and fix targeting.
- Fully decompile HAMMER object from TR4.
- Prevent title music audio from starting in a random place.
- Update harpoon speed on room change.
- Enable second sky layer rendering.
- Preserve inventory and flare on level jumps.
- Timer.Create now lets you choose the units to display remaining time.
- Fatal script errors now boot you to the title (it will crash if the title itself has these errors).
- SetFarView has been removed, and Flow.Level.farView is now uncapped.
- DisplayString text will now be cleared when a level is exited or reloaded.
- EventSequence.lua has been added and documented.
Version 1.0
First beta release.