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Optional camera pitch/roll adjustment when portalling #103
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Just tested this out, the portaling feels a lot better to me! Nice work. FYI, the pitch angle was slerping properly but the roll angle was still snapping instantly upright (since Another thing to note is that slerping the roll value when it's at 180 is undefined (or in my case when the upSrc vector was opposite the upTarget vector). If you put two portals on the ground and go into one, it works, but the view stays upside down longer than it should. Clamping |
I'm also getting a bug where if a portal is on a 45 degree surface and another portal is on the floor, jumping into the floor portal tends to rotate my yaw by 180 when I exit. Not sure what's causing that one. |
So I fixed the 180 degree yaw issue by setting Instead of slerping the forward and up vectors, it seems like lerping |
@sd805: nice! Those sound like good improvements. Do you have a full diff you can apply on top of this PR, or as GitHub review suggestions? |
Co-authored-by: sd805 <50186767+sd805@users.noreply.github.com>
Thank you for your hard work on this! I've been waiting for this fix since the VR mod release. Here's what I did:
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Can you please help me to make this fix work? Or just share the compiled It seems like the mod creator doesn't care about merging this branch, but lack of this feature stops me and a many other guys issues/107, issues/55 from starting to play. Thank you! |
@ORanGeOfficial Sure. Here's my d3d9.dll and config.txt |
Thank you so much! Now everything works perfectly! |
Adds a new optional feature: the camera's pitch/roll can now follow the orientation of the exit portal when portalling. It looks like this:
https://i.imgur.com/CCBm79q.mp4
The feature is customizable through three config variables: