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Correctly apply ball marks to cieling and floor #109
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@ -124,13 +124,18 @@ That will generate the rom at `/build/portal64.z64`
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<br />
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<br />
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## Current New Feature TODO List
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## Current New Feature TODO List
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- [ ] Change default controls
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- [ ] Add puzzle element connections and additional signs
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- [ ] Use a much nearer clipping plane when rendering the portal gun
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- [ ] Investigate crash after falling into death water on test chamber 8
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- [ ] Add particle effects (shooting portal gun, energy pellet)
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- [ ] Add auto save checkpoints
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- [ ] Add auto save checkpoints
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- [ ] Correct elevator timing
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- [ ] Correct elevator timing
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- [ ] Adding loading notice between levels #45
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- [ ] Adding loading notice between levels #45
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- [ ] ball velocity in test chamber 11
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- [ ] ball velocity in test chamber 11
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- [ ] test chamber 04 has seams in a corner
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- [ ] test chamber 04 has seams in a corner
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- [ ] pausing while glados is speaking can end her speech early
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- [ ] pausing while glados is speaking can end her speech early
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- [ ] don't count boxes on buttons until it is released and stable
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- [x] don't count boxes on buttons until it is released and stable
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- [x] Portal not rendering recursively sometimes #138
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- [x] Portal not rendering recursively sometimes #138
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- [x] disable portal surfaces manually on some surfaces #135
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- [x] disable portal surfaces manually on some surfaces #135
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- [x] test chamber 02 needs more light in the first room
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- [x] test chamber 02 needs more light in the first room
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@ -151,7 +151,11 @@ void ballInitBurn(struct Ball* ball, struct ContactManifold* manifold) {
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burn->dynamicId = dynamicSceneAdd(burn, ballBurnRender, &burn->at, 0.2f);
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burn->dynamicId = dynamicSceneAdd(burn, ballBurnRender, &burn->at, 0.2f);
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}
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}
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if (fabsf(manifold->normal.y) > 0.714f) {
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quatLook(&manifold->normal, &gRight, &burnTransform.rotation);
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} else {
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quatLook(&manifold->normal, &gUp, &burnTransform.rotation);
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quatLook(&manifold->normal, &gUp, &burnTransform.rotation);
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}
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burnTransform.scale = gOneVec;
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burnTransform.scale = gOneVec;
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transformToMatrixL(&burnTransform, &burn->matrix, SCENE_SCALE);
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transformToMatrixL(&burnTransform, &burn->matrix, SCENE_SCALE);
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