Prevents the camera from clipping through geometry by pulling it toward a safe position.
Instead of reacting only when a hit occurs, it samples multiple traces around the desired camera position, evaluates available space, and moves the camera to the nearest valid location. When an obstruction clears, the camera blends back to its intended distance.
It uses a center trace supported by optional side traces, giving it enough spatial awareness to slide around tight corners, adjust for uneven walls, and prevent sudden pops. All adjustments are distance-based, interpolation-driven, and happen without interrupting player input.