feat(client): cutaway defaults to mode 2 (both) — user verdict from the live session (T-1088)
Known interiors open at a glance (bottom walls low) AND the sightline corridor punches through unexplored exterior walls; C still cycles modes. sandbox_constants.gd also carries the path-preview/gesture knobs for the click-to-move feature landing in the next commit (single tuning file). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -196,6 +196,7 @@ func _ready() -> void:
|
||||
_wall_material.set_shader_parameter("u_corridor_half_w", SandboxConstants.CUT_CORRIDOR_HALF_W)
|
||||
_wall_material.set_shader_parameter("u_cut_band", SandboxConstants.CUT_BAND)
|
||||
_wall_mm = _make_layer("WallMM", wall_mesh, _wall_material, true)
|
||||
set_cutaway_mode(SandboxConstants.CUTAWAY_MODE)
|
||||
# Camera-far neighbor directions for the bottom-wall rule — derived from the
|
||||
# actual WorldRoot basis at runtime (never hand-derived; the E/W-mirror
|
||||
# lesson). A wall is a "bottom wall" when a KNOWN non-wall tile sits on its
|
||||
|
||||
@@ -24,6 +24,10 @@ const CUT_HEIGHT := 0.75
|
||||
const CUT_CORRIDOR_HALF_W := 1.4
|
||||
## Cutaway smoothstep falloff band (m) at the corridor edges.
|
||||
const CUT_BAND := 0.75
|
||||
## Cutaway mode default: 0 = sightline corridor, 1 = bottom walls low, 2 = both.
|
||||
## User verdict (live session 2026-07-06): "both" — known interiors open at a
|
||||
## glance AND the corridor punches through unexplored exterior walls. C cycles.
|
||||
const CUTAWAY_MODE := 2
|
||||
|
||||
# -- Locomotion interpolation (design §4) --------------------------------------
|
||||
|
||||
@@ -116,3 +120,18 @@ const TINTS := {
|
||||
|
||||
## Ground-plane deadzone (m) for the mouse facing provider — mirrors the 2D jitter guard.
|
||||
const MOUSE_AIM_DEADZONE_M := 0.1
|
||||
|
||||
# -- Path preview / click-to-move (T-1088 live-session item 2) ------------------------
|
||||
|
||||
## Move-here marker fill on the hovered destination subtile — distinct accent,
|
||||
## semi-opaque so the floor tint reads through.
|
||||
const PATH_MARKER_COLOR := Color(0.30, 0.90, 1.0, 0.55)
|
||||
## Optimal-path line colour (tile-center strip from the character to the destination).
|
||||
const PATH_LINE_COLOR := Color(0.30, 0.90, 1.0, 0.90)
|
||||
## Marker sits this far above the floor plane (m) — clears grid-line z-fighting.
|
||||
const PATH_MARKER_Y := 0.02
|
||||
## Path line sits slightly higher than the marker so it reads on top of it.
|
||||
const PATH_LINE_Y := 0.06
|
||||
## RMB hold (ms) past which a right-click is a LONG-PRESS = go-there-then-crouch
|
||||
## (committed on release), below which it is the click/double-click gesture.
|
||||
const RMB_LONG_PRESS_MS := 400
|
||||
|
||||
Reference in New Issue
Block a user