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FDControl updates for mirroring: - Renamed FDFunctions.FloorTriangulationNESW_SW to FDFunctions.FloorTriangulationNESW_SE as this appears to be a typo in TRosettaStone (SE indicates right-angle of triangle portal). - Added ability to set Function, H1 and H2 values in FDSetup. - Added ability to set corner values of FDTriangulationData.
- Main level mirroring implemented for TR3, including the minor environment changes needed for awkward doors and suchlike in each level. - Function added to mirror a model, but this is only possible for ones that have only one mesh and no animations (Slot2 in Antarctica for example). - Move slot function implemented for TR3. - Mirroring option made available in UI (no other environment options yet).
Adds a LevelState property to Location to allow secrets to be tied to mirrored or non-mirrored levels. The default is Any meaning they are universal. If mirroring is selected, the list of levels will be allocated prior to the secrets being placed so that the secret randomizer knows which locations it can use (the mirroring itself still takes place later, so this also means that mirrored-only secrets must be defined in normal world space). Added a randomizer.json trview settings file to the shared resources for convenience. This won't be included in the build.
Original water and swamp rooms will retain caustic and wave effects regardless of the global options for these.
DanzaG
approved these changes
Dec 21, 2021
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#241 Mirroring Implementation
FDControl updates for mirroring:
FDFunctions.FloorTriangulationNESW_SWtoFDFunctions.FloorTriangulationNESW_SEas this appears to be a typo in TRosettaStone (SE indicates right-angle of triangle portal).Function,H1andH2values inFDSetup.FDTriangulationData.Main mirroring details:
#295 Mirrored Secret Filtering
Closes #295. Added a
LevelStateproperty toLocationto allow secrets to be tied to mirrored or non-mirrored levels. The default isAny, which means that a location is universal. If mirroring is selected, the list of levels will be allocated prior to the secrets being placed so that the secret randomizer knows which locations it can use. The mirroring itself still takes place later, so this also means that mirrored-only secrets must be defined in normal world space.Added a
randomizer.jsontrview settings file to the shared resources for convenience so this can be edited alongsideLocationas necessary. This won't be included in the build.#296 Caustics/Waves
Closes #296. Adds checks in
TR3Roomto only modify caustics/waves if the vertex doesn't already have these set, so that normal water and swamp rooms retain the effects as standard.