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Make the three 3D highways read the Camera Director bridge per panel so each splitscreen panel renders its own camera (independent orbit/height/zoom/tilt/pan), instead of all panels sharing the focused camera. - Add a shared `_freeCamFor(canvas)` resolver to each highway: prefer this panel's entry in `window.__h3dCamCtlPanels[panelIndexFor(canvas)]`, fall back to the global `window.__h3dCamCtl`, else null (100% stock). Defensive on the splitscreen global name (feedBackSplitscreen || slopsmithSplitscreen), NaN-safe, allocation-free. - highway_3d (guitar): source `_freeCam` from the resolver (was global-only). - keys_highway_3d: adopt the bridge for the first time — layer dolly/height/orbit + pan/pitch offsets onto the pan/zoom follow rig at the camera write. - drum_highway_3d: adopt the bridge — new per-frame `applyCamera()` folds the static base pose + kick-pulse dip + free-cam offsets. - In a follower (popped-out) window there is one panel, so the resolver yields whatever camera the plugin set in that window; no highway change needed for pop-out. Camera Director absent → resolver returns null → renderers behave exactly as before. Bump each plugin patch version. Existing plugin tests pass (drum 15, keys 30); the keys "default look unchanged" test confirms the stock path is byte-identical. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Signed-off-by: Kris Anderson <topkoa@gmail.com> |
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| .. | ||
| achievements | ||
| app_tour_library | ||
| app_tour_settings | ||
| capability_inspector | ||
| drum_highway_3d | ||
| folder_library | ||
| highway_3d | ||
| input_setup | ||
| keys_highway_3d | ||
| minigames | ||
| tuner | ||
| __init__.py | ||