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Free Camera (#337)
* wip free cam * Almost done, needs collision still * Added free cam behind cvar * added WIP collision * Fixed & implemented "Manual mode" from WW & TP * Fixed camera not rotating when Link is moving * fixed initialized camera rotation * Fixed camera getting stuck + made it smoother * reduced deadzone * fixed epona camera height + added WW z-target free camera * Adjusted player camera height & fixed fov * Fixed camera roll * fixed fov when moving the camera while in z-target * Camera resets to Auto when going through doors or changing maps * Fixed building * touch * more touch work * Added WIP mouse support to the free cam * gui stuff * fixed building * fixed building error * ok fixed building for real this time * oops * Fix compilation issues * removed mouse stuff that magically appeared in this branch * smoothed out stick values & removed remains of mouse support * re-added manual camera when pressing Z * reduced minimum Y position of camera * Addressed dcsv's nitpicks * part 2 * oops Co-authored-by: David Chavez <david@dcvz.io>
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12 changed files with 221 additions and 20 deletions
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@ -530,6 +530,10 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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ActorOverlayTable_LogPrint();
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}
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if (CVar_GetS32("gFreeCamera", 0) && Player_InCsMode(globalCtx)) {
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globalCtx->manualCamera = false;
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}
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gSegments[4] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.mainKeepIndex].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
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gSegments[2] = VIRTUAL_TO_PHYSICAL(globalCtx->sceneSegment);
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