Visual verification showed the camera vibrating/bouncing when pressed against a wall. Cause: the sweep wrote its clamped result back into _dampedEye, so the next frame's damping lerped from the wall toward the target and the sweep re-clamped it — a per-frame feedback loop. Retail keeps viewer_sought_position (damped, uncollided) separate from viewer (the published collided eye). Fix: collide into a separate publishedEye for Position/View/fade and leave _dampedEye as the clean sought position. New regression test Update_CollisionDoesNotCorruptDampedState (clamp-then-release → full recovery). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| Wb | ||
| CameraControllerTests.cs | ||
| CellVisibilityPortalPolygonsTests.cs | ||
| IndoorCellStencilPipelineTests.cs | ||
| PhysicsCameraCollisionProbeTests.cs | ||
| PortalProjectionTests.cs | ||
| PortalViewTests.cs | ||
| PortalVisibilityBuilderTests.cs | ||
| RetailChaseCameraTests.cs | ||
| ScreenPolygonClipTests.cs | ||