Added an option to apply compatibility patches with direct reflection instead of Harmony. Switched compatibility patches all to Harmony instead of reflection by default.
Update PlayerStatus booster display for spectating targets.
Clear visor liquids on spectate enter.
v1.5.11
Now respects if player inventory UI is enabled in vanilla settings.
Known Issues
Players do not prevent respawn rooms from respawning when spectating (i.e. their in-game position is effectively
whomever they are spectating).
Bots, a lot of times, do not shoot their weapon when the player is spectating.
v1.5.10
Fix what v1.5.9 should have fixed.
Added some additional checks to prevent weird null cases which cause exceptions
v1.5.9
Fixed an issue on interaction with checkpoints: player status and inventory might not be properly reset after
restarting from checkpoint.
This seems to only happen sometimes with previous versions.
Special Notes
Thanks to Sp3ctre(@sp3c7re_) for reporting and providing details on a case inventory issue.
v1.5.8
Fix a bug causing players to be unable to spectate even when they should
This was caused my stupidity of checking whether player is captured by depending on a state which is only
guaranteed valid if the player is spectating.
v1.5.7
Spectates the capturing snatcher if the spectated player is snatched by a Pouncer.
Spectate now select the closest player to the local player on first spectate switch. Resets after revive.
v1.5.6
Implemented a safeguard so that players cannot spectate when they are snatched by a Pouncer (i.e. they are in the
Pouncer dimension)
This prevents a bug of the player entering a state where enemies cannot detect the player and teammates cannot see
the player model or pointer on map.
This is not a fix of the root cause, but is good enough for now.
Special Notes
This issue was discovered by Lakana(@lakana0451); thanks to them for providing details.
Thanks to Nivoe(@pssucks) and Sp3ctre(@sp3c7re_) for help with testing.
v1.5.5
Refactored some logic to be more robust
Fixed a bug where under certain conditions the game would crash with a native pointer exception on
PUI_LocalPlayerStatus.SetDamageAnim.
Special Notes
Thanks to Nikita(@nikita_2414) for finding a reproducible scenario for the native crash on
PUI_LocalPlayerStatus.SetDamageAnim.
v1.5.4
Fixed vanilla player pings when spectating.
Fixed UI updating artifacts for infection.
Improved health UI animation logic.
Support for auto centering map to spectating player.
Respects vanilla setting: [HUD] >> [Auto Center Map on Player]
v1.5.3
Add preference in spectating alive players (enabled by default, can be disabled in the config), which:
Tries to switch to an alive player when currently spectating player is downed.
Makes LMB/RMB next/prev player switching keybinds switch only between alive players.
Per limitations of the game, clip size are not synced across clients, so this is currently not possible.
There is a method of possibly estimating the current clip size, this is wip and still being tested.
Special Notes
Thanks to the following individuals for help with testing and/or discussing possible solutions.
randomuserhi(@randomuserhi)
JarheadHME(@jarheadhme)
Microchips(@microchipsndip)
BlueGuy(@blue_guy_or_something_idk)
v1.4.3
Add a config option to hide the version watermark.
v1.4.2
Fixed a bug where player downed/revived messages are broadcasted twice in chat.
Fixed/adjusted related animations during down/revive
v1.4.1
Added a thing :P
v1.4.0
Now shows the local player's model in-game (can be disabled in the config).
Add a beacon to mark the local player's position (can be disabled in the config).
Players now exit spectate the instant they are revived, rather than until interactable.
v1.3.0
Add the ability to customize certain keybinds in the config file.
Fixed a bug where spectate UI will inherit the FOV before the player is downed.
FOV during spectate now respects FOV value defined in game settings and updates dynamically.
e.g. If the player gets downed while ADSing, which has a lower FOV, spectate will have the same narrow FOV.
v1.2.1
Fixed a bug where checkpoints would break spectate.
v1.2.0
Added a keybind T to toggle auto transition to temporary follow view in Freecam mode. Note that changes in game to
this option will be reflected in the config.
Added an option in the config to disable lerping when switching spectated players in Freecam mode.
Follow mode no longer lerps position when switching targets.
Fixed a bug where player hands might be invisible when exiting spectate.
Fixed a bug where player pings when spectating are misaligned and broken.
v1.1.1
Add player position smoothing as well as config options to adjust the smoothing rate.
Fixed a bug where player helmet flashlight is still shown when spectating.
Adjust some configuration value defaults and limits.
Adjust positioning of UI shadow for better visibility.
v1.1.0
Rewrote UI management to support more behaviors.
Auto spectate on down is now false by default.
Text now shows the option to spectate when in FPS downed state.
Fixed a bug where cull nodes are not checked against null when detaching camera.
v1.0.3
Fixed a bug where auto transition to temporary follow view in Freecam mode does not trigger sometimes.
v1.0.2
Fixed a bug where health animations play and stack when switching between spectated players.
v1.0.1
Fixed a bug where some config options will not be hot-reloaded correctly.