Artur K.
Artur K.
Please try the latest commit, it might have fixed this, if it did, feel free to close this issue :)
Also, You have my heartfelt thanks for investigating and working on this
Yup, we have to do some float twiddling to fix this: ```cpp void World::physicsStep(Entity *e,uint32_t msec) { if(glm::length2(e->inp_state.pos_delta)) { // todo: take into account time between updates glm::mat3 za =...
inp_state.direction is a quaternion not a pitch-yaw-roll triple , it's converted from the pyr here: ``` InputStateStorage &InputStateStorage::operator =(const InputStateStorage &other) { ///... if(update_needed) { direction = glm::angleAxis(camera_pyr[0], glm::vec3(1, 0,...
It might be in wrong order, since there are waaay to many ways of converting Euler angles to quaternions :) Also, are You sure target->qrot is converted back into EulerAngles...
I'll take a closer look at this after I return home ( should be 2 days since the date of this post, I'm at code::dive conference right now )
_note: i'm at work atm, can look into orientation stuff closer on the weekend_ As for panning: yup, and that's the use-case for first-person third-person camera switching ( in first...
NetCommands are commands that are sent from the server to clients. Basically it allows the server to register a shortcut to a specific command, and then using that shortcut 'run'...
Right now the server always assumes that client will understand the first few commands ( it uses hardcoded time/time scale/time step scale indices )
Just a Quick note: for larger PRs the workflow could be 1. In your local repository create a 'feature' branch, do your work there. 2. When ready, start splitting the...