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.
| 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.
| 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.
- 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.iniunder[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.
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).