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| Date uploaded | 4 days ago |
| Version | 1.5.8 |
| Download link | food-Spectate-1.5.8.zip |
| Downloads | 167 |
| Dependency string | food-Spectate-1.5.8 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2README
Spectate
Spectate your teammates
Sensitivities, keybinds, and multiple behaviors are customizable through the config
For feedback and issues, DM @uwufood or message the feedback thread on the GTFO Modding Discord Server
CHANGELOG
v1.5.10
- Fix what
v1.5.9should 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.
- Add compatibility with EOSExt EMP
- EOSExt EMP tries to set the state of the player inventory ui every frame, causing spectate UI management to fail.
- The patch disables the EOSExt EMP's player UI update when spectate is active.
v1.5.2
- Fixed UI state desync issues.
v1.5.1
- Fixed a bug where spectate inventory ui persists across game sessions if the session wipes while spectating.
v1.5.0
- Added full spectate inventory display
- Fixed a bug where immediately after exiting spectate, the player sees void (incorrect cull node setting).
- Fixed a bug where player body is visible in FPS downed view for modded character models.
- Adjusted behavior so that pressing number keys while the comms menu is active no longer switches players.
Known Issues
- Player pings are broken when spectating players.
- i.e. pings are emitted relative to the local player position rather than the spectating camera
- Current Solution: Use PingEverything
- Spectated players don't display clip size
- 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
Tto 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.
v1.0.0
- Initial release