- made elevator wait for voicelines to finish
- I made this the case on all levels because I watched the elevator sequences on all levels of a playthrough and it always seemed to wait.
- I am not really sure if this is the exact value you were going for with this, but 1.6 seems to match the collision to the top and bottom of the portal cutout.
- larger items like boxes seem to pass through much easier now.
- have not seen any negative side effect from this.
- audio travels through portals now by updating the soundPlayerDetermine3DSound function
- basically instead of just checking distance to the sound producer, we also check sound->portal0+portal1->listener and sound->portal1+portal0->listener to see if any of them are a smaller distance.
- works pretty seamlessly
Fixes#115
- added a function in player that implements portal funneling (video attached)
- added a new menu option in the gameplay tab that allows you to toggle it on or off
- the toggle defaults to on, just like in original portal
- portal funneling is only done on portals facing up
- Master Volume adjusts all sounds including music
- Music slider adjusts only music sounds
- new enum added to insicate which type of sound each sound being played is.
- general menu formatting
because we are now guaranteeing that atleast one english caption file is going to be present, I removed the if statements checking if there was more than 0.
I pretty throughoughly tested and everything seems to be working properly.
- added subtitles.h as dependency in a few places in makefile
- moved making a directory for the subtitles.h/.c to inside the python script
- fixed pathing for a #include
building is now working for me.