Positional walking axes ref #18 are screwed up as soon as you use anything other than the HMD to turn, for example the thumbstick ref #17
Most certainly because I'm just using hmdPosDeltas to figure out where we are in the worldspace, not considering thumbstick rotation. Just like the rotation-snap bug after rocket deplaning, it looks like if theNode->Rot.y is not exactly equal to vrpos_hmdYaw, the axes are off. But we can't have it be exactly equal as that would prohibit any other method of rotation (such as thumbsticks). Will have to keep track of our difference ourselves in a separate variable
~Also vrHMDPosMovedeltaWorldspace should probably just be a global and not part of gPlayerInfo.~
Done in 6d2abb3
Positional walking axes ref #18 are screwed up as soon as you use anything other than the HMD to turn, for example the thumbstick ref #17
Most certainly because I'm just using
hmdPosDeltas
to figure out where we are in the worldspace, not considering thumbstick rotation. Just like the rotation-snap bug after rocket deplaning, it looks like iftheNode->Rot.y
is not exactly equal tovrpos_hmdYaw
, the axes are off. But we can't have it be exactly equal as that would prohibit any other method of rotation (such as thumbsticks). Will have to keep track of our difference ourselves in a separate variable~Also
vrHMDPosMovedeltaWorldspace
should probably just be a global and not part of gPlayerInfo.~ Done in 6d2abb3