When the `$Use host orientation for set-camera-facing` flag in game_settings.tbl is active, the camera will use the host's orientation as a basis for rotation. However if there is no host, the camera unintentionally inherited its old stale orientation. Instead the camera should base its new orientation on the identity matrix which is the expected behavior.
By specifying a base resolution in game_settings.tbl, subtitles can be scaled to the screen in the same way as HUD gauges. This can be used to prevent subtitles from appearing smaller at larger resolutions.
Depends on and is a follow-up to #4157.
What it says on the tin. This allows more precise positioning of subtitles, and a future PR will add the ability to scale them according to screen resolution.
Consolidated these functions and replaced the `find_submodel_point_*` functions with their closest `world_find_` counterparts. (One of those functions may not have actually worked correctly.) Also use the correct coordinate logic when returning normals from collision info in scripting.
Related to #3985 although not yet a fix for it.
As @Baezon figured out, when a host exists, `get_info` will return the orientation relative to the host. When there is no host, `get_info` returns the absolute orientation. In the latter case, `set_rotation_facing` does not need to do extra calculations to find the delta orientation.
Follow-up to #3989.
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.
Replaces calls to double-precision floating point trig functions with
calls to single-precision floating point trig functions as follows:
cos() -> cosf()
sin() -> sinf()
tan() -> tanf()
acos() -> acosf()
asin() -> asinf()
atan() -> atanf()
This allows the compiler to avoid generating unnecessary instructions
that convert a float to a double and then a double back to a float.
Signed-off-by: Peter Mitsis <[email protected]>
The field will contain an arbitrary value left over from earlier computations.
In subtitle::subtitle(int, int, char const*, char const*, float, float, color const*, int, bool, bool, int, int, bool): A scalar field is not initialized by the constructor