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Fix jittery view bobbing at large map coordinates again. Wielded tool still has problems there
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@ -195,17 +195,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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// Compute absolute camera position and target
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// Compute absolute camera position and target
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m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
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m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
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m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
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m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
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m_camera_direction -= m_camera_position;
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v3f abs_cam_up;
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v3f abs_cam_up;
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m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
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m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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abs_cam_up -= m_camera_position;
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// Set camera node transformation
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// Set camera node transformation
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m_cameranode->setPosition(m_camera_position);
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m_cameranode->setPosition(m_camera_position);
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m_cameranode->setUpVector(abs_cam_up);
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m_cameranode->setUpVector(abs_cam_up);
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m_cameranode->setTarget(m_camera_position + m_camera_direction);
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// *100.0 helps in large map coordinates
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m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
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// FOV and and aspect ratio
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// FOV and and aspect ratio
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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m_aspect = (f32)screensize.X / (f32) screensize.Y;
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