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