Eliminates the two stationary dynamic collision objects that were
previously used.
This change refactors entities.lua and collision_export.lua to support
autogenerated static collision for any object which may need it in the
future.
* 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
---------
Co-authored-by: Deconimus <pascal.sielski@gmx.de>
Co-authored-by: Deconimus <Deconimus@users.noreply.github.com>
* Do not include execinfo / backtrace (should implement Windows
equivalent in the future)
* Define YAML_CPP_STATIC_DEFINE, which should have been set anyway
use -f (force), so that skelatool64/build/ being empty isn't an error:
-> rm -rf build/
also remove the skelatool64/skeletool64 binary:
-> rm -f skeletool64