Lots of little tweaks and fixes
This commit is contained in:
@@ -94,6 +94,8 @@ Camera-relative direction is derived from the active `Camera3D`'s basis — the
|
||||
| `centeredPitch:float` | `30.0` | Target pitch in CENTERED mode |
|
||||
| `collisionMask:int` | `1` | Physics layers the camera avoids; entities are on layer 2 and excluded by default |
|
||||
|
||||
**Input lock:** `_canOrbit()` returns false when `UI.activeConversation` is true. All manual orbit input (controller stick, right-click drag, `center_camera`) is suppressed. If right-click was held when a conversation starts, the mouse is released automatically. The camera stays at its current position and the positioning math still runs, so it remains correctly placed relative to the (non-moving) player.
|
||||
|
||||
**Mode transitions:**
|
||||
- FREE → CENTERED: after `centeredDelay` seconds of player movement with no camera input, or immediately via `center_camera` (G / LB)
|
||||
- CENTERED → FREE: any manual camera input (controller stick or right-click drag)
|
||||
|
||||
Reference in New Issue
Block a user