1e917e196b5ea0143a31afeaf1ff24ca7025506a
checkpoint / checkpoint (push) Successful in 1m45s
The mouse now orbits the camera around the player a full 360 in yaw (unclamped) with a wide pitch range -- swing it around to look at the avatar's face. The body no longer snaps to the camera yaw; instead it turns smoothly to face its movement direction (lerp_angle at BODY_TURN_SPEED), so controls feel the same: W is still "away from camera", A/D still strafe relative to view. Implementation: CameraPivot is set top_level so it doesn't inherit the body's rotation; _update_camera() places it at the head each frame and points it by _camera_yaw / _camera_pitch. Movement direction is built from a yaw-only camera basis. net_input.look_yaw is now the body's movement facing, so remote players render facing the way they walk. Verified: headless boot clean, 2p multiplayer still connects/moves, avatar smoke 14/14 (source + exported pack), fresh-clone PASS, and eyeballed the orbit in rendered screenshots (behind -> side -> face). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
agp-game
Agentic Game Platform - Godot game built by autonomous agents
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