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TombEngine

Logo

TombEngine (TEN) is an open-source, custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games, introduce new features while refining old ones, and provide user-friendly level creation process. Current support includes:

  • Lua (as the native scripting language)
  • Many objects from the original series (1-5)
  • Support for high framerate, antialiasing, mipmapping and SSAO
  • Full diagonal geometry support
  • Uncapped map size
  • A streamlined player control scheme.

If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres

Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor

Compiling TombEngine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (if you would like to create and test levels)

Steps:

  1. Clone the repository to your GitHub Desktop
  2. Open TombEngine.sln
  3. Compile the solution
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory
  6. Ensure you have the necessary level data and texture files as well
  7. In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may also warn about NuGet packages. To fix:

  1. Delete the Packages folder
  2. Go back to Microsoft Visual Studio
  3. Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager

Once done, you should be able to build a level with TombEditor and run it in TEN.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. This community project is unaffiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. The code is open-source to encourage contributions and for study purposes. Dev team is not responsible for illegal uses of this source code and/or illegal use of it combined with third-party assets. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

An engine for TRLE levels

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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})();
(function(){
try {
var __m = "github.com";
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Repository files navigation

TombEngine

Logo

TombEngine (TEN) is an open-source, custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games, introduce new features while refining old ones, and provide user-friendly level creation process. Current support includes:

  • Lua (as the native scripting language)
  • Many objects from the original series (1-5)
  • Support for high framerate, antialiasing, mipmapping and SSAO
  • Full diagonal geometry support
  • Uncapped map size
  • A streamlined player control scheme.

If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres

Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor

Compiling TombEngine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (if you would like to create and test levels)

Steps:

  1. Clone the repository to your GitHub Desktop
  2. Open TombEngine.sln
  3. Compile the solution
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory
  6. Ensure you have the necessary level data and texture files as well
  7. In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may also warn about NuGet packages. To fix:

  1. Delete the Packages folder
  2. Go back to Microsoft Visual Studio
  3. Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager

Once done, you should be able to build a level with TombEditor and run it in TEN.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. This community project is unaffiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. The code is open-source to encourage contributions and for study purposes. Dev team is not responsible for illegal uses of this source code and/or illegal use of it combined with third-party assets. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

An engine for TRLE levels

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

TombEngine

Logo

TombEngine (TEN) is an open-source, custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games, introduce new features while refining old ones, and provide user-friendly level creation process. Current support includes:

  • Lua (as the native scripting language)
  • Many objects from the original series (1-5)
  • Support for high framerate, antialiasing, mipmapping and SSAO
  • Full diagonal geometry support
  • Uncapped map size
  • A streamlined player control scheme.

If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres

Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor

Compiling TombEngine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (if you would like to create and test levels)

Steps:

  1. Clone the repository to your GitHub Desktop
  2. Open TombEngine.sln
  3. Compile the solution
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory
  6. Ensure you have the necessary level data and texture files as well
  7. In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may also warn about NuGet packages. To fix:

  1. Delete the Packages folder
  2. Go back to Microsoft Visual Studio
  3. Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager

Once done, you should be able to build a level with TombEditor and run it in TEN.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. This community project is unaffiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. The code is open-source to encourage contributions and for study purposes. Dev team is not responsible for illegal uses of this source code and/or illegal use of it combined with third-party assets. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

An engine for TRLE levels

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

TombEngine

Logo

TombEngine (TEN) is an open-source, custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games, introduce new features while refining old ones, and provide user-friendly level creation process. Current support includes:

  • Lua (as the native scripting language)
  • Many objects from the original series (1-5)
  • Support for high framerate, antialiasing, mipmapping and SSAO
  • Full diagonal geometry support
  • Uncapped map size
  • A streamlined player control scheme.

If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres

Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor

Compiling TombEngine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (if you would like to create and test levels)

Steps:

  1. Clone the repository to your GitHub Desktop
  2. Open TombEngine.sln
  3. Compile the solution
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory
  6. Ensure you have the necessary level data and texture files as well
  7. In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may also warn about NuGet packages. To fix:

  1. Delete the Packages folder
  2. Go back to Microsoft Visual Studio
  3. Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager

Once done, you should be able to build a level with TombEditor and run it in TEN.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. This community project is unaffiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. The code is open-source to encourage contributions and for study purposes. Dev team is not responsible for illegal uses of this source code and/or illegal use of it combined with third-party assets. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

An engine for TRLE levels

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Repository files navigation

TombEngine

Logo

TombEngine (TEN) is an open-source, custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games, introduce new features while refining old ones, and provide user-friendly level creation process. Current support includes:

  • Lua (as the native scripting language)
  • Many objects from the original series (1-5)
  • Support for high framerate, antialiasing, mipmapping and SSAO
  • Full diagonal geometry support
  • Uncapped map size
  • A streamlined player control scheme.

If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres

Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor

Compiling TombEngine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (if you would like to create and test levels)

Steps:

  1. Clone the repository to your GitHub Desktop
  2. Open TombEngine.sln
  3. Compile the solution
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory
  6. Ensure you have the necessary level data and texture files as well
  7. In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may also warn about NuGet packages. To fix:

  1. Delete the Packages folder
  2. Go back to Microsoft Visual Studio
  3. Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager

Once done, you should be able to build a level with TombEditor and run it in TEN.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. This community project is unaffiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. The code is open-source to encourage contributions and for study purposes. Dev team is not responsible for illegal uses of this source code and/or illegal use of it combined with third-party assets. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

An engine for TRLE levels

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

TombEngine

Logo

TombEngine (TEN) is an open-source, custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games, introduce new features while refining old ones, and provide user-friendly level creation process. Current support includes:

  • Lua (as the native scripting language)
  • Many objects from the original series (1-5)
  • Support for high framerate, antialiasing, mipmapping and SSAO
  • Full diagonal geometry support
  • Uncapped map size
  • A streamlined player control scheme.

If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres

Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor

Compiling TombEngine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (if you would like to create and test levels)

Steps:

  1. Clone the repository to your GitHub Desktop
  2. Open TombEngine.sln
  3. Compile the solution
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory
  6. Ensure you have the necessary level data and texture files as well
  7. In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may also warn about NuGet packages. To fix:

  1. Delete the Packages folder
  2. Go back to Microsoft Visual Studio
  3. Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager

Once done, you should be able to build a level with TombEditor and run it in TEN.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. This community project is unaffiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. The code is open-source to encourage contributions and for study purposes. Dev team is not responsible for illegal uses of this source code and/or illegal use of it combined with third-party assets. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

An engine for TRLE levels

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

TombEngine

Logo

TombEngine (TEN) is an open-source, custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games, introduce new features while refining old ones, and provide user-friendly level creation process. Current support includes:

  • Lua (as the native scripting language)
  • Many objects from the original series (1-5)
  • Support for high framerate, antialiasing, mipmapping and SSAO
  • Full diagonal geometry support
  • Uncapped map size
  • A streamlined player control scheme.

If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres

Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor

Compiling TombEngine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (if you would like to create and test levels)

Steps:

  1. Clone the repository to your GitHub Desktop
  2. Open TombEngine.sln
  3. Compile the solution
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory
  6. Ensure you have the necessary level data and texture files as well
  7. In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may also warn about NuGet packages. To fix:

  1. Delete the Packages folder
  2. Go back to Microsoft Visual Studio
  3. Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager

Once done, you should be able to build a level with TombEditor and run it in TEN.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. This community project is unaffiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. The code is open-source to encourage contributions and for study purposes. Dev team is not responsible for illegal uses of this source code and/or illegal use of it combined with third-party assets. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

About

An engine for TRLE levels

Resources

Code of conduct

Contributing

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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TombEngine

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TombEngine (TEN) is an open-source, custom level engine which aims to abolish limits and fix bugs of the classic Tomb Raider games, introduce new features while refining old ones, and provide user-friendly level creation process. Current support includes:

  • Lua (as the native scripting language)
  • Many objects from the original series (1-5)
  • Support for high framerate, antialiasing, mipmapping and SSAO
  • Full diagonal geometry support
  • Uncapped map size
  • A streamlined player control scheme.

If you would like to participate in TEN discussion with other TEN devs whether it is contributing, bugs or general discussion, then join this discord server: https://discord.gg/h5tUYFmres

Tomb Engine should be used in conjuction with Tomb Editor. Tomb Editor is also open source written in C#, you can find the repository here: https://github.com/MontyTRC89/Tomb-Editor

Compiling TombEngine

To compile TEN, ensure you have installed:

  • Microsoft Visual Studio
  • Tomb Editor (if you would like to create and test levels)

Steps:

  1. Clone the repository to your GitHub Desktop
  2. Open TombEngine.sln
  3. Compile the solution
  4. Once compiled, create a separate folder to serve as your main TEN directory (or create test TEN project using TombIDE)
  5. Copy everything inside the Build folder to the main TEN directory
  6. Ensure you have the necessary level data and texture files as well
  7. In the case Windows warns about missing DLLs, (bass.dll, etc.) copy the missing DLL files found inside the Libs folder to your main TEN directory.

Visual Studio may also warn about NuGet packages. To fix:

  1. Delete the Packages folder
  2. Go back to Microsoft Visual Studio
  3. Right-click on the TombEngine solution in the Solution Explorer tab and select "Restore NuGet Packages"
  4. If it doesn't help, manually install directxtk_desktop_2019 and Microsoft.XAudio2.Redist packages via NuGet Package Manager

Once done, you should be able to build a level with TombEditor and run it in TEN.

Disclaimer

Tomb Engine uses modified MIT license for non-commercial use only. For more information, see license. This community project is unaffiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. The code is open-source to encourage contributions and for study purposes. Dev team is not responsible for illegal uses of this source code and/or illegal use of it combined with third-party assets. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.

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