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Camera System

User guide for the in-game cameras. Covers what cameras you can switch between, the keys to control them, and the player-visible changes that landed in this rework.

For the in-editor tuning UI, see dev-editor.md.


Cameras

Camera Where Notes
Default Everywhere Original third-person follow.
Orbital Gameplay maps only Middle-mouse drag to look around, wheel to zoom.
FreeFly Editor only Free-look spectator. Not in Release builds.

Switching cameras outside gameplay (login, character select) is not supported - only the Default camera runs there. Leaving a gameplay map automatically returns you to Default.


Controls

Key Action
F9 Cycle to the next camera (Default ↔ Orbital).
F10 Toggle zoom lock. Default is on so the wheel never zooms by accident.
F11 Reset the active camera. Default returns to its starting zoom rung; Orbital also resets rotation.
Mouse wheel Zoom in / out (when zoom is unlocked).
Middle-mouse drag Rotate the Orbital camera.

Tip: F10 is "global" - toggling it once unlocks the wheel for whichever camera is active, and it stays unlocked through camera switches until you press F10 again.


What's new

  • F10 zoom lock and F11 reset. Both keys work with whichever camera is currently active.
  • Orbital wheel zoom remembers your last setting across sessions (saved to config.ini under [Camera] Zoom).
  • Eight Default zoom rungs (was five). The ladder now adds three closer-in steps below the previous floor; the starting rung sits one step in from the original middle. F11 returns you to that starting rung.
  • Per-map camera overrides removed. Castle Siege, PK Field, the 6th-character home, and a few others used to forcibly clamp or reposition the camera. They now all share the same Default-camera zoom range.
  • Widescreen rendering fix. On 16:9 the upper-left and upper-right screen corners no longer show missing terrain.
  • Editor-only: the FreeFly cone overlay now draws coloured lines on the ground showing where the spectated camera's view actually meets the terrain - red at the near edge, yellow at the far edge.

For developers

If you want the architecture, code layout, or tuning sliders, see dev-editor.md and the merged PRs that introduced this: #335 (3D camera rework) and #364 (zoom controls).