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Cinematic Camera slider has inverted effect, and relative sensitivity ignores the secondary zoom #294

Description

@sequwi

Version

  • Minecraft 26.2, Fabric Loader 0.19.3
  • Zoomify 2.16.1+26.2

Bug 1: Cinematic Camera slider direction is inverted

The setting description says: "How much the camera glides once moved." — so a higher value should mean more gliding.

However MouseMixin.modifyCinematicSmoothness does:

if (zooming && cinematicCamera > 0)
    return smoother / (cinematicCamera / 100.0);
  • cinematicCamera = 100smoother / 1.0 → vanilla smooth-camera speed (least glide)
  • cinematicCamera = 50 → 2x smoothing
  • cinematicCamera = 10 → 10x smoothing (extreme glide)

So the lower the slider value, the stronger the smoothing — the exact opposite of the description. cinematicCamera = 100 behaves almost like it's off.

Bug 2: Relative sensitivity / view bobbing don't account for the secondary zoom

previousZoomDivisor is assigned only from the main helper:

zoomHelper.getZoomDivisor(tickDelta).also { previousZoomDivisor = it } * secondaryZoomHelper.getZoomDivisor(tickDelta)

applyRelativeSensitivity and modifyBobbingIntensity both divide by Mth.lerp(..., previousZoomDivisor). During secondary-only zoom (V) the main helper is at rest (divisor = 1.0), so:

  • FOV is divided by 4 (or the secondary amount), but mouse sensitivity and view bobbing are reduced by ~0 — aiming feels hypersensitive relative to the zoomed view.

Expected

  • Higher Cinematic Camera value = more glide.
  • Sensitivity/bobbing scale with the effective (combined) zoom divisor.

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