From b9ac3de498a88189e68d340ddeb56772be761297 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Sat, 28 Mar 2026 11:45:21 -0700 Subject: [PATCH] tweak: camera defaults stiffness=30, pivot height=1.6 --- include/rendering/camera_controller.hpp | 4 ++-- include/ui/game_screen.hpp | 4 ++-- src/ui/game_screen.cpp | 2 +- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/include/rendering/camera_controller.hpp b/include/rendering/camera_controller.hpp index 572b3877..edc3c950 100644 --- a/include/rendering/camera_controller.hpp +++ b/include/rendering/camera_controller.hpp @@ -192,7 +192,7 @@ private: static constexpr float MAX_DISTANCE_INTERIOR = 12.0f; // Max zoom inside WMOs bool extendedZoom_ = false; static constexpr float ZOOM_SMOOTH_SPEED = 15.0f; // How fast zoom eases - static constexpr float CAM_SMOOTH_SPEED_DEFAULT = 20.0f; + static constexpr float CAM_SMOOTH_SPEED_DEFAULT = 30.0f; float camSmoothSpeed_ = CAM_SMOOTH_SPEED_DEFAULT; // User-configurable camera smoothing (higher = tighter) public: void setCameraSmoothSpeed(float speed) { camSmoothSpeed_ = std::clamp(speed, 5.0f, 100.0f); } @@ -200,7 +200,7 @@ public: void setPivotHeight(float h) { pivotHeight_ = std::clamp(h, 0.0f, 3.0f); } float getPivotHeight() const { return pivotHeight_; } private: - static constexpr float PIVOT_HEIGHT_DEFAULT = 1.8f; + static constexpr float PIVOT_HEIGHT_DEFAULT = 1.6f; float pivotHeight_ = PIVOT_HEIGHT_DEFAULT; // User-configurable pivot height static constexpr float CAM_SPHERE_RADIUS = 0.32f; // Keep camera farther from geometry to avoid clipping-through surfaces static constexpr float CAM_EPSILON = 0.22f; // Extra wall offset to avoid near-plane clipping artifacts diff --git a/include/ui/game_screen.hpp b/include/ui/game_screen.hpp index 4bd9e92d..49697eab 100644 --- a/include/ui/game_screen.hpp +++ b/include/ui/game_screen.hpp @@ -201,8 +201,8 @@ private: float pendingMouseSensitivity = 0.2f; bool pendingInvertMouse = false; bool pendingExtendedZoom = false; - float pendingCameraStiffness = 20.0f; // Camera smooth speed (higher = tighter, less sway) - float pendingPivotHeight = 1.8f; // Camera pivot height above feet (lower = less detached feel) + float pendingCameraStiffness = 30.0f; // Camera smooth speed (higher = tighter, less sway) + float pendingPivotHeight = 1.6f; // Camera pivot height above feet (lower = less detached feel) float pendingFov = 70.0f; // degrees, default matches WoW's ~70° horizontal FOV int pendingUiOpacity = 65; bool pendingMinimapRotate = false; diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index 16028ce4..5b1aa6bb 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -18455,7 +18455,7 @@ if (ImGui::SliderFloat("Camera Stiffness", &pendingCameraStiffness, 5.0f, 100.0f } saveSettings(); } -ImGui::SetItemTooltip("Higher = tighter camera with less sway. Default: 20"); +ImGui::SetItemTooltip("Higher = tighter camera with less sway. Default: 30"); if (ImGui::SliderFloat("Camera Pivot Height", &pendingPivotHeight, 0.0f, 3.0f, "%.1f")) { if (renderer) { if (auto* cameraController = renderer->getCameraController()) {