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[pull] master from beyond-all-reason:master - #64

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beyond-all-reason:master
Aug 12, 2026
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[pull] master from beyond-all-reason:master#64
pull[bot] merged 1 commit into
ExaDev:masterfrom
beyond-all-reason:master

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Created by pull[bot] (v2.0.0-alpha.4)

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…3012)

CamSpringTrackMapHeightMode=2 now bases the camera focus height on the air smooth mesh directly instead of nudging the zoom distance by per-frame smooth mesh deltas. The old implementation only applied while scrolling (zoom, minimap and Lua camera moves bypassed it), under-compensated by the view tilt factor, and accumulated drift since the offset lived in the zoom distance.

- focus height = mix(ground, smooth mesh, smoothstep(min, max, dist)), fading to the raw terrain at close zoom so minimum zoom depth and panning speed stay identical to mode 1 near the ground
- the mesh is sampled with a Catmull-Rom bicubic patch (SmoothHeightMesh::GetHeightSmooth), as the gradient creases of bilinear sampling show up as small camera jolts
- ZoomIn/ZoomOut derive the camera distance against the same blended surface (march + bisection along the view ray), otherwise each zoom step lifts the camera by the mesh-to-ground gap and the view drifts
- blend window configurable via CamSpringSmoothMeshBlendMin/MaxDist
- mode 2 on a game with the smooth mesh disabled falls back to terrain tracking, checked in ConfigUpdate: controllers are constructed per game from CGame::LoadInterface, which runs after modInfo is loaded, so the mesh setting is known at that point
- mode 0 (Disabled) keeps the old raycast re-base as FreezeCamHeight, minus its now-dead smooth delta branch; mode 1 (Terrain) is unchanged
@pull pull Bot locked and limited conversation to collaborators Aug 12, 2026
@pull pull Bot added the ⤵️ pull label Aug 12, 2026
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pull Bot merged commit c998831 into ExaDev:master Aug 12, 2026
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