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https://github.com/mwpenny/portal64-still-alive.git
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Fix portal surface generation bug
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@ -131,6 +131,10 @@ make -f Makefile.docker
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- [ ] Vertex lighting #39
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- [ ] flash portal opacity when other portal moves
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- [ ] ball velocity in test chamber 11
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- [ ] test chamber 02 needs more light in the first room
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- [ ] pausing while glados is speaking can end her speech early
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- [ ] don't repeat camera destruction speech every time
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- [ ] glitch wall lighting when shooting portals on shaded walls
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- [x] Adding y-axis/x-axis inverting options #55
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- [x] Adding look axis sensitivity setting
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- [x] Adding a menu to game #47
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@ -125,7 +125,7 @@ void hudRender(struct RenderState* renderState, struct Player* player, int last_
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}
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}
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if (introAnimationTime < 0.0f) {
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if (introAnimationTime <= 0.0f) {
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// center reticle is drawn over top everything
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gSPDisplayList(renderState->dl++, hud_material_list[CENTER_RETICLE_INDEX]);
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gDPSetPrimColor(renderState->dl++, 255, 255, 210, 210, 210, 255);
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@ -975,8 +975,8 @@ int portalSurfacePokeHole(struct PortalSurface* surface, struct Vector2s16* loop
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surfaceBuilder.gfxVertices = stackMalloc(sizeof(Vtx) * (surface->vertexCount + ADDITIONAL_EDGE_CAPACITY));
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zeroMemory(surfaceBuilder.edgeFlags, surface->edgeCount + edgeCapacity);
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zeroMemory(surfaceBuilder.isLoopEdge, surface->edgeCount + edgeCapacity);
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zeroMemory(surfaceBuilder.edgeFlags, edgeCapacity);
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zeroMemory(surfaceBuilder.isLoopEdge, edgeCapacity);
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memCopy(surfaceBuilder.gfxVertices, surface->gfxVertices, sizeof(Vtx) * surface->vertexCount);
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struct Vector2s16* prev = &loop[0];
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@ -36,6 +36,9 @@ void securityCameraLookAt(struct SecurityCamera* camera, struct Vector3* target)
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struct Vector3 offset;
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vector3Sub(target, &camera->rigidBody.transform.position, &offset);
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// don't look directly at the player
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offset.y -= 1.0f;
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float magSqrd = vector3MagSqrd(&offset);
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if (magSqrd > CAMERA_RANGE * CAMERA_RANGE || magSqrd < 0.01f) {
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@ -4,11 +4,15 @@ from re import L
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import re
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import sys
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import traceback
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import gdb
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import contextlib
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import ctypes
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import sys
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from OpenGL import GL as gl
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import glfw
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import gdb
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# to use this script, you first need to install
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# pip PyOpenGL PyOpenGL_accelerate glfw numpy
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window_width = 800
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window_height = 600
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