Fix ramp clipping by tightening sweep steps, disable shadows by default

Sweep step size reduced from 1.0f back to 0.65f with max 3 steps (was 2)
to prevent clipping through ramps in Stormwind. All paths updated: follow,
free-fly, and swimming.

Shadows disabled by default in renderer, settings UI, and settings defaults.
This commit is contained in:
Kelsi 2026-02-07 16:00:57 -08:00
parent fd64ca7445
commit 7c9661472f
4 changed files with 6 additions and 7 deletions

View file

@ -352,7 +352,7 @@ void CameraController::update(float deltaTime) {
glm::vec3 stepPos = swimFrom;
if (swimMoveDist > 0.01f) {
int swimSteps = std::max(1, std::min(2, static_cast<int>(std::ceil(swimMoveDist / 1.0f))));
int swimSteps = std::max(1, std::min(3, static_cast<int>(std::ceil(swimMoveDist / 0.65f))));
glm::vec3 stepDelta = (swimTo - swimFrom) / static_cast<float>(swimSteps);
for (int i = 0; i < swimSteps; i++) {
@ -420,8 +420,7 @@ void CameraController::update(float deltaTime) {
float moveDist = glm::length(desiredPos - startPos);
if (moveDist > 0.01f) {
// Adaptive CCD: 1.0f step size, max 2 steps.
int sweepSteps = std::max(1, std::min(2, static_cast<int>(std::ceil(moveDist / 1.0f))));
int sweepSteps = std::max(1, std::min(3, static_cast<int>(std::ceil(moveDist / 0.65f))));
glm::vec3 stepPos = startPos;
glm::vec3 stepDelta = (desiredPos - startPos) / static_cast<float>(sweepSteps);
@ -812,7 +811,7 @@ void CameraController::update(float deltaTime) {
float moveDist = glm::length(desiredFeet - startFeet);
if (moveDist > 0.01f) {
int sweepSteps = std::max(1, std::min(2, static_cast<int>(std::ceil(moveDist / 1.0f))));
int sweepSteps = std::max(1, std::min(3, static_cast<int>(std::ceil(moveDist / 0.65f))));
glm::vec3 stepPos = startFeet;
glm::vec3 stepDelta = (desiredFeet - startFeet) / static_cast<float>(sweepSteps);