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output: fix caustics behavior with pause
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rr- committed Jul 28, 2024
1 parent 3fc0c90 commit 4411e14
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Showing 2 changed files with 5 additions and 3 deletions.
5 changes: 3 additions & 2 deletions CHANGELOG.md
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Expand Up @@ -5,8 +5,9 @@
- fixed adjacent Midas Touch objects potentially allowing gold bar duplication in custom levels (#1415)
- fixed the excessive pitch and playback speed correction for music files with sampling rate other than 44100 Hz (#1417, regression from 2.0)
- fixed the ingame timer being skewed upon inventory open (#1420, regression from 4.1)
- fixed Lara able to reach triggers through closed doors (#1419, regression since 1.1.4)
- fixed Lara able to reach triggers through closed doors (#1419, regression from 1.1.4)
- fixed Lara voiding when loading the game on a closed door (#1419)
- fixed underwater caustics not resumed smoothly when unpausing (#1423, regression 3.2)
- improved initial level load time by lazy-loading audio samples (LostArtefacts/TR2X#114)

## [4.2](https://github.com/LostArtefacts/TR1X/compare/4.1.2...4.2) - 2024-07-14
Expand All @@ -23,7 +24,7 @@
- changed the TR1X install source in the installer to suggest using the existing installation directory (#1350)
- fixed config tool and installer missing icons (#1358, regression from 4.0)
- fixed looking forward too far causing an upside down camera frame (#1338)
- fixed the enemy bear behavior in demo mode (#1370, regression since 2.16)
- fixed the enemy bear behavior in demo mode (#1370, regression from 2.16)
- fixed the FPS counter overlapping the healthbar in demo mode (#1369)
- fixed the Scion being extremely difficult to shoot with the shotgun (#1381)
- fixed lightning rendering z-buffer issues (#1385, regression from 1.4)
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3 changes: 2 additions & 1 deletion src/game/output.c
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Expand Up @@ -1042,7 +1042,8 @@ void Output_AnimateFades(void)

void Output_AnimateTextures(void)
{
m_WibbleOffsetDbl += Clock_GetElapsedLogicalFrames(&m_WibbleTimer);
m_WibbleOffsetDbl +=
Clock_GetFrameAdvance() * Clock_GetSpeedMultiplier() / 2.0;
m_WibbleOffset = (int32_t)(m_WibbleOffsetDbl) % WIBBLE_SIZE;

if (!Clock_CheckElapsedLogicalFrames(&m_AnimatedTexturesTimer, 5)) {
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