Here is a list of all features and bug fixes in TEN which will be used for the first beta launch and showcase level creation. Feel free to add new entries.
New gameplay features
Native support for new moves: the ladder to the monkey, water to the ladder, ladder dismount left/right, pose, water surface roll, crawl vaults, 1 to 3 click crawl enters and exits, TR1-2 thin ledge grabbing, monkey jump.
Support for stacking pushables and moving them together.
Fully working diagonal collision, including vaults, climbing, shimmying and cornering.
Subsector bridge object collision, with stacking, free rotation and actual collision borrowed from the real object bounding box.
Proper static mesh collision, which acts similarly to room collision, with proper handling of top and bottom sides and any rotation.
Proper camera collision with static meshes and moveables.
Proper vehicle collision with static meshes and moveables (including shatters).
New volume trigger system, not bound to block data, but instead to the specific sphere or box volumes placed arbitrarily in level.
Improved pole object, which is now limited in height, can be stacked and connected to floor or ceiling.
Improved rope object, now Lara will stumble and fall if collided with room geometry or static meshes.
Improved tightrope object, with a much more streamlined gameplay workflow.
Ability to connect several water rooms to a single dry room at different heights.
Floor material system, with proper footprint positioning and vehicle reaction.
Level size limitations were eradicated, you can have maps up to 1024x1024 blocks.
Level height (-127,128) has also been eradicated, you can have a room up to 16 million blocks high and down.
Support for Lua scripting language.
Legacy engine integration
Full set of classic TR1-5 weapons, including MP5 (HK), harpoon gun and rocket launcher, while preserving classic TR4 weapons.
A set of classic TR2-3 vehicles, including snowmobile, quad bike, UPV, speedboat and rubber boat.
Native support for quicksand, with the ability to walk on steep slopes.
Native integration of TRNG overhang climbing plugin.
Improved weather system, with weather particles properly behaving on the floor.
Cold breath support, workflow similar to TRNG ("cold" flag in Room Options).
A set of almost all TR1-5 enemies in their original slots.
Some objects behaving like TRNG ones (pushables with OCBs, rollingball with water physics).
Legacy support for classic trigger types (TRNG triggers not included).
Renderer
Modern DX11 renderer pipeline.
Pixel dynamic lights.
Dynamic shadows and properly projected blob shadows for all objects.
Specular "shininess" effect for all objects and Lara.
Soft particles.
Support for normal maps (generated automatically or provided manually by the builder in TE).
Support for true alpha blending.
Fast quality alpha testing which is suitable for foliage, gratings and fences.
Vertex effects (glow and movement) for both room geometry and objects.
Object tint can be assigned to all moveables and statics, even dynamically lit ones.
Sound system
Rewritten sound system, with full support for reverb, multitrack playback and playhead restoration on savegame reloading.
New soundmap for TEN projects that take into account all legacy sounds.
Added 8 custom footstep sounds for greater customisation.
Input
Full support for Xbox-compatible game controllers and legacy game controllers.
Support for analog input with game controller thumbsticks, including Lara movement and camera movement.
Vibration support for both Xbox-compatible and legacy game controllers.
Rewritten collision system, with lots of small collision issues resolved, such as getting stuck on diagonal slopes, stuttering against walls or running into diagonal walls and many more.
Slightly enhanced AI system - enemies won't falsely attack Lara if she is unreachable (e.g. shimmying or monkeyswing).
Streamlined classic moveset, with meticulously refined animation links and lots of hiccups and slowdowns removed or alleviated.
Streamlined vehicle handling - no more immediate explosion when touching water, ability to drive in shallow water.
Completely overhauled trigger system, which avoids many pitfalls of original one, such as clockwork beetle disabling monkeyswing, and such.
An enormous effort on de-hardcoding and de-cluttering whole engine codebase.
Lara's hair no longer falls through neck (ported from tomb5 project).
Asset management
All sound files from TR1-TR5 are included with the project.
Now all assets from a .PHD / .Tr2 / .Tr4 and .TRC file will have their correct native sounds without adjustment.
Legacy assets will copy into their correct slots in Wadtool.
Inclusion of drag and drop Sound overwrite files to switch all sounds from Tr4 to TR1 / TR2 / TR3 or TR5.
Here is a list of all features and bug fixes in TEN which will be used for the first beta launch and showcase level creation. Feel free to add new entries.
New gameplay features
Legacy engine integration
Renderer
Modern DX11 renderer pipeline.
Pixel dynamic lights.
Dynamic shadows and properly projected blob shadows for all objects.
Specular "shininess" effect for all objects and Lara.
Soft particles.
Support for normal maps (generated automatically or provided manually by the builder in TE).
Support for true alpha blending.
Fast quality alpha testing which is suitable for foliage, gratings and fences.
Vertex effects (glow and movement) for both room geometry and objects.
Object tint can be assigned to all moveables and statics, even dynamically lit ones.
Sound system
Rewritten sound system, with full support for reverb, multitrack playback and playhead restoration on savegame reloading.
New soundmap for TEN projects that take into account all legacy sounds.
Added 8 custom footstep sounds for greater customisation.
Input
Fixed bugs
Greatly improved state handling (namely running, walking, vaulting, jumping, crawling, monkey swinging).
Rewritten collision system, with lots of small collision issues resolved, such as getting stuck on diagonal slopes, stuttering against walls or running into diagonal walls and many more.
Slightly enhanced AI system - enemies won't falsely attack Lara if she is unreachable (e.g. shimmying or monkeyswing).
Streamlined classic moveset, with meticulously refined animation links and lots of hiccups and slowdowns removed or alleviated.
Streamlined vehicle handling - no more immediate explosion when touching water, ability to drive in shallow water.
Completely overhauled trigger system, which avoids many pitfalls of original one, such as clockwork beetle disabling monkeyswing, and such.
An enormous effort on de-hardcoding and de-cluttering whole engine codebase.
Lara's hair no longer falls through neck (ported from tomb5 project).
Asset management
All sound files from TR1-TR5 are included with the project.
Now all assets from a .PHD / .Tr2 / .Tr4 and .TRC file will have their correct native sounds without adjustment.
Legacy assets will copy into their correct slots in Wadtool.
Inclusion of drag and drop Sound overwrite files to switch all sounds from Tr4 to TR1 / TR2 / TR3 or TR5.
Credits