Change Log:
Collisions
a). In the original HLA build, when you run it by using the novr command, the player clips & teleport clips (invisible walls that blocks the player from accesing some not-allowed areas) are not working properly. A fix was made at the engine level in order to solve globally this issue.
b). In the original HLA build, there are parts (in mostly all the maps) in which the player gets completely stuck, and you need to use NOCLIP in order to restore the player position. This was fixed by resoring the original engine function that checks for player “stuckness“.
c). In the original HLA build, the doors trespass the player. Now all the door entities should collide in a proper way with the player collision bounds.
Script Generated Ladders
In order to get working novr ladders (on the original HLA build), you need to add a specific “ladder“ texture to a specific entity and then re-build the map. This can be a heavy and long process due the map compilation time. In this mod we’re not re-building or modifying the game maps, everything is being done by using a combination of LUA VScript, C , and other tools. That’s why I decided to write a small ladder system that’s using some existing functions in the engine to get working the novr ladders in this way.(this is possible due the dll-injection).
Panorama Menu
The main menu/pause menu is fully functional now. In the original HLA build the menu is appearing outside of the map bounds and it has a lot of issues like:
-You cannot interact with the menuy
-Panorama is not working when the game is paused
-Mouse input is not working
-The menu is flickering and changing to different positions constanly
All of those issues were solved:
-Now the menu appears in front of the player’s eyes position.
-Mouse input is working (including clicks)
-Panorama menu is not flickering and the position is not chaning anymore
Interactions
No VR Interaction system for the animprop_interactable entities were re-written, now all the interactions should be smoother and work “almost“ properly (I say almost, because there are some specific entities that are not working at 100% yet).
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