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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@@ -19,10 +19,11 @@ const SUBTILE_M := 0.5
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const WALL_H := 2.5
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## Cutaway stub height (m) camera-side walls drop to.
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const CUT_HEIGHT := 0.75
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## Cutaway half-disc radius (m) around the character.
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const CUT_RADIUS := 5.0
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## Cutaway smoothstep falloff band (m) at the disc edge.
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const CUT_BAND := 1.5
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## Cutaway sightline-corridor half-width (m) — character is 1 subtile wide;
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## this covers them plus margin. Corridor length is pitch-derived per frame.
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const CUT_CORRIDOR_HALF_W := 1.4
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## Cutaway smoothstep falloff band (m) at the corridor edges.
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const CUT_BAND := 0.75
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# -- Locomotion interpolation (design §4) --------------------------------------
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