fix(client): cutaway cuts the camera-character sightline corridor, not a proximity dome (T-1088)
Live-session finding: the half-disc cut bit nearby side walls while leaving the wall actually occluding the character at full height, with dome-contour scallops across the two-row walls. Rewritten as a sightline corridor: walls within CUT_CORRIDOR_HALF_W of the character's x, camera-side, out to a pitch-derived reach (WALL_H / tan(pitch) — how far a wall can still occlude in ortho; ~4.3 m at -30, breathes with the T-cycle tilt) drop to the stub. FollowCamera3D exposes pitch_deg(); reach clamped 0.5-16 m. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -96,6 +96,12 @@ func _process(delta: float) -> void:
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_apply_orbit()
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## Current (smoothed) pitch in degrees from horizontal — consumed by the
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## cutaway corridor reach (sandbox root pushes WALL_H / tan(pitch) per frame).
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func pitch_deg() -> float:
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return _pitch_deg
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# Dev affordances only — there is deliberately NO yaw/rotation input path here.
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey:
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