fix Spring.GetKeyState expecting SDL2 keycodes (lua uses SDL1 ones)
Spring.PressedKeys now also returns keynames
make /keysyms & /keycodes print SDL1 keycodes too
override math::sqrtf() with sse sqrt too
start to add wrappers for cam->[forward,right,up]
::GetDir(), ::GetRight(), ::GetUp()
add CCamera::SetDir & SetRot which update each other, so rot is always valid
use CCamera::SetRot() in the CameraControllers
always roll in fps unit racking
nlc
CameraHandler interpolate by angles and not by vector (which denormalizes then)
CameraHandler update CameraController on changes
fix camera azimuth for singularity vectors (up & down)
add EdgeMoveWidth & EdgeMoveDynamic
* EdgeMoveWidth: defines the screen edge width used for scrolling
* EdgeMoveDynamic: if scroll speed depends on the distance to the screen edge (default on)
remove orbit & smooth camera
replace TW camera with an advanced Spring camera (new default)
minor
fix automatic switch to metal view when placing a mex
Spring camera: replicate overhead zooming
Spring camera: when switching to it don't copy rotations when prev cam was tab-view
changelog++