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
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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
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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
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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
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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
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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
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* 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
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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.
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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
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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
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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
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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
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Reverted commits related to deactivating buttons.
2024-02-29 13:20:26 +01:00
Deconimus
d5b7d16f01
added cube_near_button trigger to chamber14
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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>"
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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.
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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
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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
Matt Penny
6d42e417bb
Start documenting cutscenes
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Move summary page to subdirectory, to prepare for individual pages for
each cutscene step (similar to level objects).
2024-02-21 18:33:02 -05:00