When leaving first person for an orbit mode (Paint / Player Control), snap
the orbit axes to Camera.main's current view direction instead of restoring
the orbit's last-used angle. With WorldSpace binding + Sphere orbit + a
centered composer the camera look rotation is exactly
Euler(VerticalAxis, HorizontalAxis, 0), so the inverse mapping is exact.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Introduce a FirstPersonController / FirstPersonMode pair (mirroring the
free-cam mode) wired into the GameModeManager Tab cycle. In first person the
mesh is hidden, the eye sits on CameraTarget plus a per-pose
firstPersonCameraTargetYOffset, and the character body yaw is driven to match
the camera via a new single-writer FaceYaw hook on PlayerCharacterController.
Also includes user content edits (poses, prefabs, scene) carried along.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>