Commit graph

1519 commits

Author SHA1 Message Date
Matt Penny a2d57343e7
Merge pull request #34 from Deconimus/pr32fix_throw_direction_portals
Throw direction fix when grabbing through portal
2024-03-08 17:45:35 -05:00
Matt Penny 53605070f3 Create function to share portal grab transform code between held object throw and update 2024-03-08 17:42:56 -05:00
Deconimus 8eb474856c fix throw direction when throwing a grabbed object that is being held through a portal 2024-03-08 17:43:45 +01:00
Matt Penny a873ab233b
Merge pull request #32 from Deconimus/issue_26_dont_fire_portal_whith_grabbed_object
Dont fire portal with grabbed object or from pause menu
2024-03-07 23:10:32 -05:00
Deconimus 689f7a9358 replace obsolete ignorePortalGun with controllerActionMuteActive() 2024-03-08 02:04:12 +01:00
Matt Penny 88d393b3a2
Merge pull request #29 from Deconimus/issue_25_security_cam_savefile
Serialize / deserialize detached security cameras in savegames (fixes #25)
2024-03-07 08:36:10 -05:00
Deconimus 3bf2d80d63 replace all security_camera related ridigbody flag checks regarding kinematic with the securityCameraIsDetached function 2024-03-07 13:09:34 +01:00
Deconimus d5418db73d make security_camera serialization object oriented again 2024-03-07 12:47:20 +01:00
Matt Penny 26e39d0353 Clarify Blender version in file formats documentation 2024-03-06 21:10:30 -05:00
Matt Penny b2aa24724e Beginnings of chamber 14 stairs
Created steps, pit, static collision, and armature.

Still need to:
* Create proper animation
* Add triggers
* Convert static collision to dynamic
* Make portals work
2024-03-05 23:40:50 -05:00
Deconimus 73900f76f7 fix portal fire from exiting pause menu + improved ignorePortalGun logic 2024-03-05 23:30:14 +01:00
Deconimus eee2c25890 player throw impulse now scales with mass of grabbed object, to ensure every object is thrown the same distance 2024-03-05 22:54:03 +01:00
Deconimus 43b5a83f6f throw grabbed objects when using the portal buttons 2024-03-05 20:33:49 +01:00
Deconimus d7b2bcfe67 prevent portalgun from firing when dropping a grabbed object 2024-03-05 19:16:34 +01:00
Deconimus b23e22bb34 scene_serialize: serialize and deserialize security cameras
security_camera: replaced hardcoded mass of 1.0f with SECURITY_CAMERA_RIGID_BODY_MASS definition in header. added utility function to calculate security_camera moment_of_inertia, making it accessible to scene_serialize for deserialization due to rigidBodyUnmarkKinematic
2024-03-04 13:24:06 +01:00
Matt Penny e2b3fcdd8d Prevent placing portals under test elements in chambers 11, 12, and 14
The following static geometry was previously not marked with `no_portals`:

* Walls behind ball launcher and catcher in chamber 11
* Floor beneath button in chamber 12
* Wall behind ball launcher in chamber 14
2024-03-02 22:33:01 -05:00
Matt Penny 6a1a7994b9 Avoid unnecessary signal definition
* Don't generate button cube signal if -1 or omitted
* Require button press, door, and box dropper signals to be specified
2024-03-02 22:03:13 -05:00
Matt Penny cd72779930
Merge pull request #19 from Deconimus/bug_13_fizzler_voice_lines
Fizzler Cutscenes and Voice Lines in Chamber00 and Chamber12
2024-03-02 16:06:40 -05:00
Matt Penny 754273d955 Update fizzler docs, and consistent spacing 2024-03-02 16:06:26 -05:00
Matt Penny 74ba106faf Save test chambers in Blender 3.6 2024-03-02 15:40:03 -05:00
Deconimus 984dd65d2c fix fizzler optional signals generating unnecessary signals.
in test_chamber blender files, renamed @fizzler objects to not cause generation of unused signals.
removed "parse_trigger_signal" in trigger.lua, added "optional_signal_index_for_name", which is used for both trigger signals and fizzler signals.
added check in fizzler.c if signal is -1
2024-03-02 03:19:44 +01:00
Deconimus 59cdb047ec Merge branch 'master' into bug_13_fizzler_voice_lines 2024-03-02 02:23:25 +01:00
Matt Penny 5e70af8e82
Merge pull request #15 from Deconimus/chamber14_trapped_check
Chamber14 trapped check
2024-03-01 09:08:36 -05:00
Matt Penny 2cc4b37757 Rename button pressFrames to cubePressFrames for clarity 2024-03-01 09:07:49 -05:00
hackgrid 41eb36c82d
fix ambience sound est_chamber_09 2024-03-01 14:06:53 +01:00
hackgrid 21362ed407
add ambience sound to test_chamber_09 2024-03-01 13:07:01 +01:00
hackgrid 7062d9a88d
add ambience sound to test_chamber_08 2024-03-01 13:05:04 +01:00
Deconimus 2da3537c82 button.c: cleanup, removed unnecessary check 2024-03-01 12:48:14 +01:00
Matt Penny 3d6e9db6bc
Merge pull request #16 from Deconimus/chamber_04_trapped_check
Chamber 04 Escape Hatch
2024-02-29 12:09:13 -05:00
Matt Penny db1bb3f5ea Chamber 4 signal operators before chamber 5 signal operators 2024-02-29 12:05:22 -05:00
Deconimus 026332c5bd Level logic cleanup for test_chamber_00.yaml and test_chamber_07.yaml 2024-02-29 14:51:18 +01:00
Deconimus 5862ed99c2 Chamber04: set wait time in CHECK_TRAPPED to ~6 seconds
test_chamber_02.yaml: operator sorting
2024-02-29 13:28:42 +01:00
Deconimus df9d4acaac Merge branch 'chamber14_trapped_check' of https://github.com/Deconimus/portal64-still-alive into chamber14_trapped_check
Reverted commits related to deactivating buttons.
2024-02-29 13:20:26 +01:00
Deconimus d5b7d16f01 added cube_near_button trigger to chamber14
cleaned up level logic of chamber14
fixed buttons sending cubeSignals when colliding with triggers
2024-02-29 13:18:02 +01:00
Deconimus e3206fdf6e disabled movement of button if deactivated to match behavior in Portal 2024-02-28 21:54:42 +01:00
Deconimus 20b253ec33 Added functionality to deactivate buttons via signals. A third argument can be provided for button objects in .blend files, the new syntax is: "@button <signalIndex> <cubeSignalIndex> <deactivateSignalIndex>"
Chamber14: deactivate button if escape_hatch signal is turned on (via either escape hatch cutscene or exploding door cutscene)
2024-02-28 21:35:17 +01:00
Deconimus 2ae683d6f4 chamber14: added cutscene for exploding door when taking the cube off the button 2024-02-28 19:04:32 +01:00
Deconimus 5442ca5f38 temporarily deactive cube_dropper while playing a cube_fizzled cutscene in chamber00 and chamber12 to sync the cube dropping with the voice lines 2024-02-28 15:12:02 +01:00
Deconimus c401da07db chamber12: added cube_fizzled signal to fizzler and added cutscene to play voice-lines 2024-02-28 14:36:43 +01:00
Deconimus 3d37c2504c enabled fizzler objects to send signals on cube contact, the "@fizzler" objects in blender files now can have an argument for the signal name to send.
test_chamber_00: added level logic to trigger voice lines whenever the cube in the first room is fizzled.
added missing voice lines
box_dropper.c: fixed typo "DROPPER_.." instead of "DROOPER_.."

(Issue #13)
2024-02-28 13:32:44 +01:00
Deconimus 93d6d33b2b Chamber 04: add trigger for cube in corridor; add cutscene to check for cube in corridor, opening the "escape hatch" like in Portal Non-64 2024-02-28 13:16:43 +01:00
Deconimus a22f255bb0 Merge branch 'master' into chamber14_trapped_check 2024-02-27 22:02:09 +01:00
Deconimus 0d268b3885 test chamber 14: added a trigger to check for cube placement on top of piston, added CHECK_TRAPPED cutscene to simulate behavior of the original game when placing the cube on top of the piston 2024-02-27 22:00:39 +01:00
Matt Penny 672d4b558d Document delay and open/close portal cutscene steps 2024-02-26 22:30:57 -05:00
Matt Penny 1aa3903b85 Document sound-related cutscene steps 2024-02-26 22:30:56 -05:00
Matt Penny b060487dee
Merge pull request #12 from Deconimus/master
Fix Test Chamber 13 Escape Hatch cutscene triggers (issue #10)
2024-02-24 12:30:04 -05:00
Deconimus 591e5958aa (Issue #10) Simplified operators for more clarity and activate different signal in cutscene to prevent exit_door from being closed by button logic afterwards. 2024-02-23 17:55:36 +01:00
Matt Penny 614ebf25e4 Clarify in docs how signal operators are evaluated 2024-02-23 11:23:17 -05:00
Deconimus 35e29e26e6 Fix Test Chamber 13 Escape Hatch cutscene triggers (issue #10) 2024-02-23 15:06:05 +01:00
Matt Penny c90b8ba428 Add descriptions to level object summary page and clarify room/door behavior 2024-02-21 20:44:29 -05:00