diff --git a/builtin/common/settings/dlg_settings.lua b/builtin/common/settings/dlg_settings.lua index 894eaa596..570c01cd5 100644 --- a/builtin/common/settings/dlg_settings.lua +++ b/builtin/common/settings/dlg_settings.lua @@ -159,7 +159,6 @@ local function load() { heading = fgettext_ne("Movement") }, "arm_inertia", "view_bobbing_amount", - "fall_bobbing_amount", }, }) diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index 2fad0cdef..a6b05496a 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -295,10 +295,6 @@ arm_inertia (Arm inertia) bool true # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9 -# Multiplier for fall bobbing. -# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. -fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0 - [**Camera] # Field of view in degrees. diff --git a/src/client/camera.cpp b/src/client/camera.cpp index 1eb5bc34d..3f8b4d51f 100644 --- a/src/client/camera.cpp +++ b/src/client/camera.cpp @@ -34,7 +34,7 @@ static constexpr f32 CAMERA_OFFSET_STEP = 200; #define WIELDMESH_AMPLITUDE_Y 10.0f static const char *setting_names[] = { - "fall_bobbing_amount", "view_bobbing_amount", "fov", "arm_inertia", + "view_bobbing_amount", "fov", "arm_inertia", "show_nametag_backgrounds", }; @@ -78,7 +78,6 @@ void Camera::readSettings() * (as opposed to the this local caching). This can be addressed in * a later release. */ - m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount", 0.0f, 100.0f); m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount", 0.0f, 7.9f); // 45 degrees is the lowest FOV that doesn't cause the server to treat this // as a zoom FOV and load world beyond the set server limits. @@ -130,13 +129,6 @@ inline f32 my_modf(f32 x) void Camera::step(f32 dtime) { - if(m_view_bobbing_fall > 0) - { - m_view_bobbing_fall -= 3 * dtime; - if(m_view_bobbing_fall <= 0) - m_view_bobbing_fall = -1; // Mark the effect as finished - } - bool was_under_zero = m_wield_change_timer < 0; m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125); @@ -351,26 +343,6 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio) // Get camera tilt timer (hurt animation) float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75); - // Fall bobbing animation - float fall_bobbing = 0; - if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD) - { - if(m_view_bobbing_fall == -1) // Effect took place and has finished - player->camera_impact = m_view_bobbing_fall = 0; - else if(m_view_bobbing_fall == 0) // Initialize effect - m_view_bobbing_fall = 1; - - // Convert 0 -> 1 to 0 -> 1 -> 0 - fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1; - // Smoothen and invert the above - fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1; - // Amplify according to the intensity of the impact - if (player->camera_impact > 0.0f) - fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5; - - fall_bobbing *= m_cache_fall_bobbing_amount; - } - // Calculate and translate the head SceneNode offsets { v3f eye_offset = player->getEyeOffset(); @@ -392,7 +364,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio) } // Set head node transformation - eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing; + eye_offset.Y += cameratilt * -player->hurt_tilt_strength; m_headnode->setPosition(eye_offset); m_headnode->setRotation(v3f(pitch, 0, cameratilt * player->hurt_tilt_strength)); diff --git a/src/client/camera.h b/src/client/camera.h index e23618258..49e07d4ee 100644 --- a/src/client/camera.h +++ b/src/client/camera.h @@ -256,8 +256,6 @@ private: s32 m_view_bobbing_state = 0; // Speed of view bobbing animation f32 m_view_bobbing_speed = 0.0f; - // Fall view bobbing - f32 m_view_bobbing_fall = 0.0f; // Digging animation frame (0 <= m_digging_anim < 1) f32 m_digging_anim = 0.0f; @@ -272,7 +270,6 @@ private: CameraMode m_camera_mode = CAMERA_MODE_FIRST; - f32 m_cache_fall_bobbing_amount; f32 m_cache_view_bobbing_amount; bool m_arm_inertia; diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index f81995c76..f9f0c41f0 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -270,7 +270,6 @@ void set_default_settings() settings->setDefault("camera_smoothing", "0.0"); settings->setDefault("cinematic_camera_smoothing", "0.7"); settings->setDefault("view_bobbing_amount", "1.0"); - settings->setDefault("fall_bobbing_amount", "0.03"); settings->setDefault("enable_3d_clouds", "true"); settings->setDefault("soft_clouds", "false"); settings->setDefault("cloud_radius", "12");