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#241 Mirroring Implementation
FDControl updates for mirroring:
FDFunctions.FloorTriangulationNESW_SW
toFDFunctions.FloorTriangulationNESW_SE
as this appears to be a typo in TRosettaStone (SE indicates right-angle of triangle portal).Function
,H1
andH2
values inFDSetup
.FDTriangulationData
.Main mirroring details:
#295 Mirrored Secret Filtering
Closes #295. Added a
LevelState
property toLocation
to 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.json
trview settings file to the shared resources for convenience so this can be edited alongsideLocation
as necessary. This won't be included in the build.#296 Caustics/Waves
Closes #296. Adds checks in
TR3Room
to 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.