diff --git a/src/rendering/camera_controller.cpp b/src/rendering/camera_controller.cpp index eee1562f..a70dc37e 100644 --- a/src/rendering/camera_controller.cpp +++ b/src/rendering/camera_controller.cpp @@ -615,7 +615,7 @@ void CameraController::update(float deltaTime) { currentDistance += (userTargetDistance - currentDistance) * zoomLerp; // Limit max zoom when inside a WMO (building interior) - static constexpr float WMO_MAX_DISTANCE = 8.0f; + static constexpr float WMO_MAX_DISTANCE = 5.0f; if (wmoRenderer && wmoRenderer->isInsideWMO(targetPos.x, targetPos.y, targetPos.z + 1.0f, nullptr)) { if (currentDistance > WMO_MAX_DISTANCE) { currentDistance = WMO_MAX_DISTANCE; diff --git a/src/rendering/wmo_renderer.cpp b/src/rendering/wmo_renderer.cpp index 607b6682..154403ad 100644 --- a/src/rendering/wmo_renderer.cpp +++ b/src/rendering/wmo_renderer.cpp @@ -1639,7 +1639,7 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to, float horizDist = glm::length(glm::vec2(delta.x, delta.y)); if (horizDist <= PLAYER_RADIUS) { wallsHit++; - float pushDist = PLAYER_RADIUS - horizDist + 0.04f; + float pushDist = PLAYER_RADIUS - horizDist + 0.02f; glm::vec2 pushDir2; if (horizDist > 1e-4f) { pushDir2 = glm::normalize(glm::vec2(delta.x, delta.y));