portal64-still-alive/tools/level_scripts
Matt Penny ab56ffb380 Add can_see argument to whitelist visible rooms
Useful for room shapes which cannot be handled by standard visibility
checks.

Normally this can be addressed with additional rooms and doorways, but
sometimes a room is required to be a complex shape (for example, to
accomodate animated static geometry).

These instances should be few and far between, so leaving this as an
opt-in feature that can be used during level authoring.
2024-08-20 19:52:50 -04:00
..
animation.lua Read level animation sound from first specifying bone, and play from armature center 2024-03-13 01:03:41 -04:00
collision_export.lua Autogenerate static collision for fizzler sides (#70) 2024-06-06 23:39:56 -04:00
dynamic_collision_export.lua Animated surfaces can now recieve portals 2023-01-04 08:39:08 -07:00
entities.lua Autogenerate static collision for fizzler sides (#70) 2024-06-06 23:39:56 -04:00
portal_surfaces.lua Only offset portal surface when trying decals are on the same surface 2023-11-26 21:20:11 -07:00
room_export.lua Add can_see argument to whitelist visible rooms 2024-08-20 19:52:50 -04:00
signals.lua fix fizzler optional signals generating unnecessary signals. 2024-03-02 03:19:44 +01:00
static_export.lua Support precise (i.e., rotated) culling of static geometry (#73) 2024-07-26 18:47:58 -04:00
subtitle_generate.py Confirm when loading game while in a level 2024-03-24 20:50:03 -04:00
trigger.lua fix fizzler optional signals generating unnecessary signals. 2024-03-02 03:19:44 +01:00
util.lua Generate cutscenes and logic from yaml files instead of blend files 2023-09-02 19:31:24 -06:00
world.lua Add can_see argument to whitelist visible rooms 2024-08-20 19:52:50 -04:00
yaml_loader.lua Generate cutscenes and logic from yaml files instead of blend files 2023-09-02 19:31:24 -06:00