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License: Other
An open-source Tomb Raider 1 engine remake
License: Other
Sounds are not played at item position, but rather at some other constant position.
If Lara hits a look-at trigger, the camera orientation and position are wrong.
See comments in 613edac
Currently, the animation system is only roughly implemented. Animations aren't blended/played properly, and state transition handling needs a proper review and implementation.
E.g. used for bubbles under water or droplets splashing when jumping into water.
See #19; e.g. when triggering a switch, the corresponding doors are opening/closing multiple times.
Should speed up loading texture packs a lot if patched textures are cached.
In Lara's Home, grab the edge of the large box front left, and shimmy left. Lara is stuck, but only on that side, everything's ok on the right edge.
Lara immediately switches to normal falling state.
NPCs should not affect depth calculation of the camera, especially when bats are flying around your head.
See TR1, level 2, where the underwater tunnel collision mesh is active although it is not rendered.
When diving, Lara is attached to the ground, as height info designates that she is penetrating the ground, and so her Y coordinate keeps getting patched to the floor height.
Heap corruption and wrong handling of node hierarchy.
Causes wrong item rotation and poses.
When running curves, Lara's leaning angle seems to be global rather than local to her own running direction.
no description here. ignore this.
[resolved] Currently, Lara refuses to climb or grab edges.
[resolved] When grabbing an edge and trying to climb up, Y position is affected too much.
[resolved] When climbing up a simple block, grab position is not applied/calculated properly, and Lara doesn't stand on that block afterwards.
Vertical position when trying to hang on an edge is wrong.
Run forward, jump, action is sometimes stuck for a moment when landing on floor.
Probably caused when both buffers run out of data, needs to be detected and recovered automatically somehow.
TRCoordinates construction from vec3
Lara still tries to run forward even if facing a wall.
For example, switches aren't visible unless activated, and don't animate when toggled.
Switches and pads only for now.
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