Giacomo Garbin
c605fd18d3
Updates the usage status of proprietary libraries.
2024-03-27 23:53:02 +01:00
Giacomo Garbin
70193f33c4
Also link libm for the C Standard Library math functions.
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Remove isnan as it conflicts with the one defined in <math.h>.
TODO: Replace math functions defined in Mathf.c with those from the standard library.
2024-03-27 23:45:12 +01:00
Giacomo Garbin
62be2a497a
Use glibc instead of libnustd.
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TODO: Remove libnustd from setups as well.
2024-03-27 03:16:02 +01:00
Matt Penny
43f07a1766
Merge pull request #46 from GiacomoGarbin/replace_floor_function
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Use floorf defined in mathf.c instead of the C standard library floor function.
2024-03-26 12:52:51 -04:00
Matt Penny
1fb2390a57
Merge pull request #43 from Deconimus/issue38_fizzler_width
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Apply blender object scale to fizzlers
2024-03-26 12:47:36 -04:00
Giacomo Garbin
4449ccf723
Use floorf defined in mathf.c instead of the C standard library floor function.
2024-03-26 01:07:41 +01:00
Deconimus
72c0220a3e
tools/level_scripts/entities.lua: take fizzlers' mesh bounding box width into account, instead of only scale factor
2024-03-25 22:39:09 +01:00
Matt Penny
72b4607ac4
Merge pull request #44 from GiacomoGarbin/master
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Fix typo in header file name.
2024-03-24 21:07:42 -04:00
Matt Penny
7a45772600
Merge pull request #45 from mwpenny/confirm-leave
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Confirm with player before leaving current game
2024-03-24 21:02:11 -04:00
Matt Penny
bba7d9add1
Confirm when loading game while in a level
2024-03-24 20:50:03 -04:00
Matt Penny
f3ab06c9dc
Confirm when starting new game while in a level
2024-03-24 20:50:01 -04:00
Matt Penny
a3cde0c690
Confirm before quitting
2024-03-24 20:49:47 -04:00
Giacomo Garbin
243682f1bf
Fix typo in header file name.
2024-03-25 00:40:33 +01:00
Matt Penny
03034a3868
Re-enable freecam
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Previous camera changes caused the freecam transform to not be applied
2024-03-23 22:45:22 -04:00
Matt Penny
2f5a377b7f
Add decals, observation room decor, and indicator lights to chamber 14
2024-03-23 22:43:24 -04:00
Matt Penny
fb4fe2a251
Add autosave and water death triggers to chamber 14
2024-03-23 19:02:54 -04:00
Matt Penny
3c3f79a839
Prevent platform in chamber 11 from closing portal
2024-03-23 18:45:29 -04:00
Matt Penny
686fb284b6
Chamber 9 level object reorganization
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No changes to the level itself
2024-03-22 20:27:41 -04:00
Matt Penny
fb418a9816
Add autosaves to chambers 11 and 12
2024-03-22 20:23:03 -04:00
Matt Penny
8b4a128756
For all chambers, start ambient sound at elevator
2024-03-22 20:10:07 -04:00
Matt Penny
9d1ea7ecfe
Merge pull request #20 from hackgrid/ambience-sound-1
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add ambience sound to test_chamber_08/09
2024-03-22 18:59:02 -04:00
Matt Penny
b4e65fc4d2
Start chamber 14 ambience in elevator
2024-03-22 18:53:39 -04:00
Matt Penny
4109701d66
Merge branch 'master' into ambience-sound-1
2024-03-22 18:37:48 -04:00
Deconimus
5e6425075d
make fizzler width scale with blender scale & fix rendering bug which used to cause fizzlers from disappearing at some viewing angles
2024-03-21 22:54:42 +01:00
Matt Penny
c15576dfa7
Merge pull request #42 from mwpenny/chamber-14
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Chamber 14 stairs first iteration
2024-03-20 23:21:56 -04:00
Matt Penny
eaf1a3012d
Finalize chamber 14 stairs first iteration
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Next iteration will focus on making the pit beneath the stairs visible
while ideally allowing portals to be placed during the descend
animation.
Ideas include a transparent portal surface with either separately
animated step collision (to hide it beneath the level) or an animated
piece of floor geometry to act as a cover.
2024-03-20 22:16:09 -04:00
Matt Penny
236e7993c4
More performant collision detection between portals and moving dynamic collision
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Short circuit if bounding boxes do not intersect
2024-03-20 22:12:00 -04:00
Matt Penny
1318e8ec4b
Don't cull animated objects in rooms where many exist
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Calculating whether or not to cull many objects can be more expensive
than rendering them
2024-03-20 21:14:11 -04:00
Matt Penny
8e6a854b8a
Portal placement on descended chamber 14 stairs
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This is currently implemented by having the stairs simply descend
beneath the floor. The floor cannot disappear/reappear dynamically until
issue #40 is fixed and portals work properly on dynamic collision. For now,
the behind-the-scenes pit is not shown as a result.
To do:
* Investigate engine optimization opportunities
* Reduce static element count if proven to be necessary
* Look into other ways to handle the floor
2024-03-16 19:22:41 -04:00
Matt Penny
2b09deb1fe
Fix off by one error which omitted final frame of animations
2024-03-16 00:47:29 -04:00
Matt Penny
35e9d433a4
Read level animation sound from first specifying bone, and play from armature center
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Removes multi-bone animation dependency on bone order for audio, and
allows the sound to play as long as one bone is still moving. The center
is also a more natural sound position.
This is needed for the chamber 14 stairs.
2024-03-13 01:03:41 -04:00
Matt Penny
f16f88a73a
Close portals touched by moving dynamic collision
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This allows collision brushing up against portals to close them, such as
the stairs in chamber 14, making it more difficult to get underneath.
Dynamic collision part of the same animation as the portal is excluded.
2024-03-12 22:18:41 -04:00
Matt Penny
54f0666045
Merge pull request #35 from Deconimus/pr31split_keep_objects_in_front
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Keep grabbed objects in front of player & savegame grab through portals fix
2024-03-12 12:09:15 -04:00
Deconimus
7d48221146
rotate grabbed objects towards players' forwards direction (XZ-plane) instead of looking direction
2024-03-12 14:19:50 +01:00
Deconimus
b6afce6e0a
Merge branch 'master' into pr31split_keep_objects_in_front
2024-03-12 12:25:53 +01:00
Matt Penny
87af5a059c
Merge pull request #36 from Deconimus/encapsulate_decorIdFromCollisionObject
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Encapsulate looking up a decorId from CollisionObjects
2024-03-11 23:29:16 -04:00
Matt Penny
ef5b032fc6
Add sound to chamber 14 stair animations
2024-03-11 21:25:49 -04:00
Matt Penny
020b181499
Animate chamber 14 stairs
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Added ascend/descend animation, triggers, and dynamic collision.
Next steps:
* Simplify collision (currently quite expensive)
* Destroy portals during ascend animation
2024-03-11 19:38:53 -04:00
Deconimus
64bcfe30aa
encapsulate the hacky way of looking up a decor type id from CollisionObjects into the function decorIdForCollisionObject(struct CollisionObject*)
2024-03-09 14:42:14 +01:00
Deconimus
b6fdc1116e
keep grabbed objects in front of player.
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fix grabbed objects being let go of when loading a savegame in which the player was grabbing through a portal.
2024-03-09 13:46:38 +01:00
Matt Penny
a2d57343e7
Merge pull request #34 from Deconimus/pr32fix_throw_direction_portals
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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
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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