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fix wrong head rotations#220

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arse09 wants to merge 1 commit into
PommeMC:masterfrom
arse09:client/fix/camera
Open

fix wrong head rotations#220
arse09 wants to merge 1 commit into
PommeMC:masterfrom
arse09:client/fix/camera

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@arse09
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@arse09 arse09 commented May 25, 2026

Summary

  • rename yaw/pitch to y_rot_deg/x_rot_deg to avoid confusions between units
  • fix issues related to that, ie when camera was looking up, the server received the wrong x_rot (the head would go down)
  • replace the raycast fn to fix the camera getting behind object. Partially fixed as sometimes it works and sometimes it doesn't
  • add Position, Velocity and LookDirection wrappers that can be used for easier interfacing with glam and azalea

- rename yaw/pitch to y_rot_deg/x_rot_deg to avoid confusions between
  units
@Purdze
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Purdze commented May 25, 2026

is tick_water swim boost is inverted?

with 3rd person camera, old code checked 8 corners against is_opaque_full_cube

LivingEntity carries both look_dir.y_rot_deg and head_y_rot_deg.., split into head_dir + body_y_rot_target

x2 negation on head pitch: callers pass -info.head_x_rot_deg, then the anim fn does -head_x_rot_deg again

SubAssign for Position is inconsistent with Sub for Position: - returns a DVec3 delta which is good but -= stores the delta back as a position. probs better to drop or make it SubAssign

LookDirection::new clamps x_rot but doesn't normalize y_rot,move norm into constructor

was sens change to 0.15 intentional?

eye pos is hardcoded so leaving note here to change in future for sneak ect

partial_tick is bound twice in update_game

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