* started on chamber 15
* fizzler width can now be scaled via blender object's scale.x
* fix fizzler rendering radius (remember, fizzlers are per default 2x2, still their internal width height was 1x1?)
* chamber 15 first room functionally complete
* chamber 15: first room decor
* finished first room of chamber 15
* test chamber 15 second room WIP
* chamber15 hallway from room 2 to room 3 (WIP) and more progress on room 2
* test chamber 15: added observation room to room2, added voice lines add the beginning
* test chamber 15: finishing room 2
* enable "new game" menu entry for chamber 15 & boot into the intro menu again instead of straight into chamber 15
* Start on shamber 15 hazard hallway
Hallway is modeled with collision. No platforms.
* Decals and platform + light cutouts for chamber 15 hazard hallway
* Animate one moving platform in chamber 15 hazard hallway
This one animation is ~19 KB. Look at optimizing.
* Add material for water hazard wall
* Use water hazard wall material in chamber 15
* Start modelling final room of chamber 15
* Chamber 15 final room - side rooms
* Chamber 15 final room - pistons and exit
* Chamber 15 final room - observation room
* Chamber 15 final room - ball launcher and catcher
* Chamber 15 final room - ball trap and indicator lights
* Chamber 15 final room - ball trap doors
* Chamber 15 final room - collision
* Chamber 15 final room - animations and triggers
* Chamber 15 - escape hatch
* Chamber 15 - finish final room
* Chamber 15 - start on room 3
* Chamber 15 - main room 3 layout and collision
* Fix UV translation
Do not translate minimum coordinates, otherwise the translation will be
cancelled out.
* Chamber 15 - room 3 stair room
* Chamber 15 - room 3 dividers and ball launcher/catcher
* Chamber 15 - room 3 finishing touches
* Observation room decor
* Triggers
* Indicator lights
* Decals
* Chamber 15 - merge beginning and end
* Chamber 15 - fix room boundaries
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Co-authored-by: Deconimus <pascal.sielski@gmx.de>
Co-authored-by: Deconimus <Deconimus@users.noreply.github.com>
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)
- intercom on sound triggers when its the first queued sound
- intercom off sound triggers when its the last queued sound in a string of sounds
- button press sound implemented
- cube dropper now has a sound when it drops cube
- pedestal now has a shooting sound