Thanks for the comments everybody! It's been a long time developing this, and it's nice to know that people are finding this interesting!
I do have an announcement that sounds bad, but is actually good - I have to start the project over!
Basically, I've encountered an issue with mouse control that just couldn't seem to be solved - if the mouse was not moving at a consistent speed, it was possible for the camera to clip through geometry for a brief moment and then catch up after a frame or two, resulting in a horrible "glitchy" feeling and look.
Of course, I didn't discover this until after I published my repo , and I have spent the last week attempting to fix it to no avail whatsoever. Even if I set up a ridiculously high offset value for the clipping distance, it would still happen.
Then I thought to myself, just tonight, "what happens if I get rid of my "View Camera", and just go with the ClippedCamera again?"
And...! That seems to have solved the issue altogether.
I did start developing this project in 3.2 "alpha 0", so it only makes sense that a lot of things may have changed since then, as I no longer seem to need to use a secondary camera at all, and can just rely on the ClippedCamera itself.
I'll have to come up with another way to determine ignoring distance, as well - it seems using a probe with areas for detecting when a body was in the way of the camera also could have been to blame as well, but either way, I like the idea of simplifying this by reducing the amount of cameras needed back down to one.
I'll work on it this weekend and push a commit with the changes by Sunday night, if I can manage it. It shouldn't take too long to make any of the changes, I just have work tomorrow so will have to primarily work on this Sunday morning.