* Object Update Refactor
1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
5. Better handles out of order packets (but can still use their information if recent enough!)
6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.
* Fix edge case crash and Incorporate feedback
* Clean Up Interpolate Angles Quick
* Restrain the client
* How was this still here???
* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define
* Fix Way to Store Return Values
* Ok travis, we get it
* Ok travis.........
The functions derived from `vm_vec_mag_quick` run *slower* than `vm_vec_mag`, according to @Baezon who did some testing. So this PR makes all calls to the _quick functions use their more accurate counterparts.
A few early on descriptions in this file are inconsistent or even plain wrong. This should correct that.
Also, rename vm_vec_imag() to vm_vec_inv_mag_quick() to better describe what it is.
several of the bitwise manipulations on signed integers are technically undefined behaviour.
I made the internal variables unsigned and the results are then converted to signed ints as before.
This should not actually change any observable results.
Did some cleanup as well, while I was at it.
It turns out that `angles_2_matrix ` would return a pitch value that was not the actual pitch from the 3x3 matrix. The pitch line in the code is uses a modifed `cosp` as the demoninator to calculate the pitch angle. I looked up online what the caclulation should be and found a more accurate way than using the modifed cosp, is to use ( fvec.xyz.x^2 + fvec.xyz.z^2 )^0.5 I tested using the new calculation throughouly and in each test it returned the proper pitch value from the 3x3 orientation matrix.