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Version 1.6 (NET6 + legacy + TEN update)

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@Lwmte Lwmte released this 16 Sep 17:54
· 6 commits to master since this release

Tomb Editor:

  • Added node editor for TEN visual trigger construction.
  • Allow rotating volumes on roll axis.
  • Automatically generate Lua names for all objects on TR4 to TEN project conversion.
  • Fix epic memory leak which occured during textbox input.

WadTool:

  • Show proper animation name tooltip in state change editor.
  • Don't clamp low frame number in state change editor if high frame is not yet set.

TEN: Version 1.0.2

  • Removing Pistols with TakeItem and SetItemCount now works correctly.
  • Support volume triggers made with node editor.
  • Adjust max turn rate of idle state.
  • Align Lara on slopes when crouching, crawling, and dying.
  • Better slope alignment for large, flat enemies (i.e. big scorpion and crocodile).
  • Lock turn rate when automatically aligning Lara to objects.
  • Don't play Lara alignment animations if the interacted object is too close.
  • Allow vertical pole mounts only when facing one directly.
  • Allow vertical pole mounts while turning, walking, or running.
  • Update monkey swing 180 turn animation.
  • Update backward monkey swing animations.
  • Added standing 180 turn. Activated with WALK+ROLL on dry ground, automatic when in wade-height water or swamp.
  • Added crouch turn and crawl turn animations.
  • Added new switch OCBs:
    • 0 for wall switch
    • 1 for small wall switch
    • 2 for small button
    • 3 for big button
    • 4 for giant button (sequence switch)
    • 5 for valve turn
    • 6 for hole switch
    • any other OCBs play corresponding switch on anim or OCB+1 switch off anim.
  • Fix incorrect pole mounting.
  • Fix zeroed forward velocity upon landing.
  • Fix incorrect behaviour when falling on statics from the top after monkeyswing.
  • Fix missing animcommand calls on first animation frame.
  • Fix 1-frame turn rate delays.
  • Fix occasional leave event calls when moving closer to volumes.
  • Fix incorrect viewport size in windowed mode.
  • Fix late landing animation dispatch in rare cases.
  • Fix incorrect velocity calculations for death animations.
  • Fix horseman's axe attack using his left foot as the damaging joint.
  • Fix stargate blades needlessly pushing the player around while hardly doing any damage.
  • Fix weapon hotkeys and add missing crossbow hotkey.

Lua API changes:

  • Vec3s can now be saved and loaded in LevelVars and GameVars.
  • Util.ShortenTENCalls no longer needs to be called; it is now automatic for both level scripts and Gameflow.lua.
  • Flow.InvID has been removed; any function taking a pickup (e.g. GiveItem) now takes an Objects.ObjID instead.
  • Added Enable, Disable, GetActive, Get/SetSolid functions for static meshes.
  • Added FadeOutComplete, StopAudioTrack and StopAudioTracks functions.
  • Account for objects in HasLineOfSight tests.
  • Timer.lua, EventSequence.lua and Util.lua have been moved to a subfolder, Engine.
  • LevelFuncs can now contain tables as well as functions. These tables can contain functions and other tables, and so forth.
  • Moveable functions SetOnHit, SetOnKilled, SetOnCollidedWithObject and SetOnCollidedWithRoom no longer take strings, and instead take function objects themselves.
  • EventSequence and Timer no longer require you to call Timer.UpdateAll in OnControlPhase.
  • TEN.Logic.AddCallback and TEN.Logic.RemoveCallback have been added.
  • GiveItem, TakeItem, and SetItemCount have been reworked (e.g. SetItemCount with a value of -1 can give infinite ammo/consumables).