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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@@ -188,7 +188,7 @@ func _ready() -> void:
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# the shader defaults mirror them only for standalone/editor use.
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_wall_material.set_shader_parameter("u_wall_h", SandboxConstants.WALL_H)
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_wall_material.set_shader_parameter("u_cut_height", SandboxConstants.CUT_HEIGHT)
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_wall_material.set_shader_parameter("u_cut_radius", SandboxConstants.CUT_RADIUS)
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_wall_material.set_shader_parameter("u_corridor_half_w", SandboxConstants.CUT_CORRIDOR_HALF_W)
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_wall_material.set_shader_parameter("u_cut_band", SandboxConstants.CUT_BAND)
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_wall_mm = _make_layer("WallMM", wall_mesh, _wall_material)
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@@ -217,11 +217,14 @@ func get_store_size() -> int:
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## Per-frame cutaway anchor (design §8): pass the rig's INTERPOLATED
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## world-space position (PlayerRig.global_position — it already carries the
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## 45 deg WorldRoot rotation, matching the shader's world-space test) so the cut
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## zone glides with the character and spatial smoothstep becomes temporal
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## smoothness. One uniform write per frame — the entire CPU cost.
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func set_cutaway_char_pos(world_pos: Vector3) -> void:
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## 45 deg WorldRoot rotation, matching the shader's world-space test) plus the
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## pitch-derived corridor reach (WALL_H / tan(camera pitch) — how far south a
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## WALL_H wall can still occlude the character in ortho). The cut corridor
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## glides with the character and breathes with the tilt; two uniform writes
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## per frame — the entire CPU cost.
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func set_cutaway_char_pos(world_pos: Vector3, reach_m: float) -> void:
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_wall_material.set_shader_parameter("u_char_pos_xz", Vector2(world_pos.x, world_pos.z))
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_wall_material.set_shader_parameter("u_cut_reach", reach_m)
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func _make_layer(layer_name: String, mesh: Mesh, material: ShaderMaterial) -> MultiMeshInstance3D:
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