* 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.
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.
This allows to render screen space decals into the deferred lighting
buffers no matter how complex the underlying geometry is.
Currently there is only limited support for using this in the engine.
Only weapon impact decals are supported at the moment for testing
purposes.
This uses UBOs for building a buffer object of uniform data before
using that data to draw objects. This should reduce the CPU overhead by
reducing the amount of glUniform calls required for executing a single
draw call. This is especially useful if rendering is limited by the CPU
which should help performance for people with slower CPUs.
This fixes#910.
Fixes a subtle problem with vm_test_parallel() wherein a relative error
was accidentally converted into an absolute error.
Instead of comparing the result of the cross product to the zero vector,
the two calculated components of the cross product are compared against
each other. This permits vectors whose cross product is a large number
but whose cross product partials are within relative error of each other
to be treated as parallel.
For example, the following two vectors may now be considered as parallel
whereas before they were not:
v1 = (1000004.0, 1.0, 1.0)
v2 = (1000000.0, 1.0, 1.0)
The relative difference between them is sufficiently small according to
vm_vec_equal() for them to be considered equal, but their cross product
would have elements whose magnitudes would be near 4.0 which would
otherwise indicate that they are not parallel. By comparing the partials
instead, a higher degree of consistency is maintained.
Signed-off-by: Peter Mitsis <[email protected]>
vm_vector_2_matrix was improperly guarded against bad parameters. In the
case I encountered the uvec was the negative of fvec which produced a
null vector when the cross product of the two vector was constructed.
These changes should fix that bug by ignoring the uvec parameter. Since
vm_vector_2_matrix and vm_vector_2_matrix_norm are basically the same, I
converted the former into an alias of the latter and only fixed that
code.