Game:
- Added chamber 17
- Particle system improvements
- Support for fading in particles
- Support for color transparency
- Fixed incorrect billboard perspective and scale
- Animation improvements
- Fixed jerky interpolation
- Fixed speed changes not applying (caused moving platforms to teleport)
- Fixed moving platform hitches, corrected their speed, and reduced animation size
- Doors are animated from their current positions when changing direction
- Culling improvements
- Support for more complex level layouts where the same room can be seen through multiple doorways
- Doorways can no longer be seen from behind and have tighter boundaries
- Doorway covers always block hidden rooms and fading can be limited to specific directions
- Fixed rooms disappearing when standing on edges
- Applied room-based culling to all doors
- Applied room-based culling to some particle effects
- Portal improvements
- Fixed objects flickering and getting cut off when crossing portals
- Fixed objects not falling through newly-opened portals after loading from save
- Fixed seeing portals through themselves from behind
- Fixed some level geometry clipping through portals
- Disabled collision behind portals when passing through
- Fixed missing speed boost when coming out of floor portal
- Objects are pushed out of both portals when one is closed, not just the one that closed
- Cached some commonly-used portal data to avoid unnecessary recalculations
- Cutscene system improvements
- Support for custom damage overlay colors
- Support for toggling level collision
- Sound improvements
- Switch sounds are now spatial
- Fixed incorrect sound slot management and volume fading
- Level object changes
- Added more behind-the-scenes materials
- Signage decals do not use level lighting (appear more like self-lit panels)
- Fixed turret lasers not showing, and avoided unnecessary calculations
- Fixed moving platform mesh gaps
- Energy ball:
- Made ball collidable with physics objects (and rumble if grabbed)
- Faded ball when close to exploding
- Increased maximum burn marks
- Burn marks are not applied to unopened portals
- Disabled catcher collision after activating
- Activated catchers appear activated when loading from save
- Box dropper:
- The interior is now rendered
- Fixed missing cube collision when loading from save
- Test chamber touchups
- Chamber 02: proper door width to avoid wall gap
- Chamber 08: fizzler placement
- Chamber 09: voice line timing
- Chamber 14: invalid portal placements, UV mapping, lighting
- Chamber 15: fizzler placement, culling
- General: incorrect materials, room boundaries, and collision
- In-game debug improvements
- Added a deadzone to the freecam
- Added HUD toggle (d-pad up on controller 3)
- General improvements
- Reduced stack memory usage
- Prevented hangs on system reset
- UI touchups
- Fixed object visibility, animation, and collision issues the first frame after loading a save
- Avoided some unnecessary physics calculations
Development:
- Build improvements
- The build fails if not targeting N64 (toolchain file not specified)
- More robust dependency discovery and error checking
- Added explicit dependencies on texture transformation scripts for clearer errors
- Skeletool improvements
- Color combiner inputs are now validated
- Fixed artifacts with textures of certain sizes
- Fixed sometimes corrupting the last frame of animations
- Debug scripts
- Auto UV: fixed incorrect coordinates and added a UI entry
- Baked lighting: fixed duplicate UI entries, and errors when selecting certain objects (e.g., hidden)
- Dump RCP state: registered GDB command (with configurable output) for easy access
- Updated z-buffer conversion script to also support framebuffer images
- Added a GDB script to more easily dump arbitrary memory
- Revived RSP profiler
- Fixed bugs and crashes
- Decoupled from game code
- Adapted to work with UNFLoader
- Cleaned up code and improved parser script (multi-profile support, configurable file locations)
- Added documentation
- Library abstraction
- Abstracted entry point
- Abstracted display configuration
- General cleanup
- Removed unused code
- Refactoring
- Documentation fixes and clarifications