Finally...after months of waiting...I have merged the updated camera code into the stable branch.
Basically, this means the cameras should work now.
===A more detailed explanation - Camera movement is now handled by the AVD Physics system. This stands for Acceleration, constant Velocity, Deceleration. This means that the camera can, in any axis of movement, accelerate up to a speed, maintain that speed, and then decelerate. The system itself supports decelerating to another constant velocity, but this hasn't been extended into the scripting system (It shouldn't require too much effort). This means a graph of a camera's position/velocity will look something like this:
===Camera features:Internally, the camera supports custom orientation and position functions, as well as 'locking' the camera onto an object's submodel and/or locking it to face another object's submodel. The custom orientation/position functions have not been extended to scripting yet.
Valid axis of movement are: X, Y, Z, pitch, roll, bank, FOV.
Valid things to 'mount' camera on: Object, object submodel
Valid things to point camera at: Object, object submodel
Other ways to influence position/orientation: Custom position function, Custom orientation function
I recommend generating a scripting.html, as the new system will add ~a dozen entries.
===More interesting thingsThe core FS2_Open camera functions have been subverted to give you control over the camera. If you start up a mission, you'll see a camera called "Main camera" - this represents the camera that FS2_Open uses for the player view. You may also see the "SEXP Camera", "Dead Camera", "Player Camera", or "Nav Camera" (Autopilot).
The position/orientation function currently give the final calculated values; I'll probably switch this to the local pre-object-lock values pending more thought.
===The Build:http://fs2source.warpcore.org/exes/latest/C05252008CAM.zip===Afterword:WOOHOO! IT'S FINALLY IN!
