Version 1.6 (NET6 + legacy + TEN update)
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).