Files
Cesarus85--mjolnir-vr/source/objects/widgets
bnunuandClaude Opus 5.5 fcb21ad6af Weapon lights and markers with the picture: review fixes (split, campaign, nav markers)
Split out, to come back as their own pull requests:
- The pose another player's aim turns through with Smooth Motion off, and
  the correction glide drawn on the tick's frame for it
  (render_interpolation.c, network_distributed.c, NETCODE.md). A remote
  passenger lagged behind the vehicle it rode, and a player who stood
  still and then turned glided across the whole time they stood.
- The particle crossfade (particles.c, render_particles.c). It doubled
  the sprites of every animated particle, not only a muzzle flash.

Fixed:
- Light volumes: the viewmodel's marker and the two passes come
  together from one helper, light_volume_marker, used by both the draw
  and the submit. Campaign keeps the object's marker and one pass, as
  before; it had the two passes without the viewmodel's marker. The
  stencil mode is put back as it was, not to 0; the modes are named; the
  flashlight is found with csstrcmp; the prototypes sit with the others.
- The flashlight: first_person_weapon_center_flashlight says whether the
  viewmodel placed it, in place of comparing six floats. The stray
  #include <math.h> is gone, and the change is marked port:.
- Nav markers: the 40 ms easing matched markers by distance, so two
  within 8 units could swap, and never freed its slots. A marker on an
  object is now moved as far as the frame draws the object from its tick
  position (render_interpolation_object_point), with no state and no
  lag. A game engine goal (no object) stays on the tick.
- render_particles.c's viewmodel particle is marked port:.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 22:35:47 -07:00
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