Make F pan toward the event from the watched player's camera distance. Only retreat when a composed angle cannot fit within the available lens; the preferred frame angle no longer forces a wider shot.
Preserve smooth rotation, position and lens changes when subjects enter or leave. Brief occlusion waits for OcclusionGraceSeconds before searching for a new camera placement.
Blend manual and automatic target changes within General.TargetTransitionDistance (12 units by default), retaining pose and motion. Distant switches, teleports and new sessions still cut.
Fix tiny collision-safe movement steps being discarded at high frame rates, which could stall cinematic occlusion recovery.
Add 30/60/144 FPS regressions for panning without retreat or lens widening, acquisition/loss continuity, nearby target transitions and occlusion grace.
Player-look orbits a smoothed pivot, keeping the watched player centered while turning. A look dead zone (General.LookDeadZoneDegrees) ignores mouse flicks; running biases the view toward travel.
New fall shot (Cinematic.FallShot): the camera holds position and follows a fall with rotation, shows the landing, then blends or cuts back.
Mouse movement takes manual control of the automatic camera; it resumes after Controls.MouseOverrideSeconds.
F circles to an open side when terrain blocks its camera (EventLook.FindOpenSide) and rises while the player climbs (EventLook.ClimbingElevationDegrees).
F prefers a moderate lens (EventLook.LensWidenDegrees), then a speed-limited dolly; the maximum lens is a last resort. The watched player never leaves the image.
Distant automatic switches use PEAK's spectator fade; a caption names the player and the reason (TargetSelection.ShowSwitchReason).
Fix: the spectator lens uses the player's FOV setting instead of a climbing FOV captured at death; player-look collision probes no longer use F's maximum lens; view recovery continues the camera's motion instead of restarting from rest; hotkey conflicts are no longer re-logged on every tilt/height key press.
Performance: per-frame visibility caching, one origin check per visibility sample set, earlier stop of the clear-angle search, cached collider ownership, shared player-pair sightlines, and staggered hazard discovery.
1.1.1
Share event memory between A and F: detect fresh status damage, dangerous falls, collapse/revival, rescue starts and threat approach without requiring automatic player switching.
Separate forced ragdoll time from free fall. Hold short events through the emergency switch interval; decay recent damage so slow status accumulation cannot build unlimited urgency.
Add emergency switching with hysteresis. Longstanding unconsciousness no longer outranks active conversation indefinitely; healing one status cannot conceal damage in another.
Observe recent voice activity at the audio callback, bridge syllable gaps and expire stale samples. Nearby speech and event context fade with distance and terrain occlusion.
Add bee, scorpion, spider, tornado and condor-capture awareness. Use distance, active state, cover and available attack-target data; track approaching threats by identity.
Make F groups selective: prioritize a main event and related participants, reject idle extras, prefer readable compositions and allow urgent events to interrupt ordinary holds.
Protect F terrain visibility by default through its independent AvoidOcclusion setting; constrain obscuring movement and ease toward reachable local recovery angles. Preserve anchor/primary priority when a full view is impossible.
Fix initial-overlap handling, corner sweeps, wall sliding and loose-item collisions. Protect near-plane clearance; apply return damping only after an obstruction.
Add scenario checks for event ranking, audio freshness, emergency timing, obstruction recovery, and the combined moving F camera at 30/60/144 FPS; verify API metadata against installed PEAK assemblies.
1.1.0
Replace rotation resets with persistent angular velocity, critically damped motion, and bounded acceleration. Reversals, S toggles, and live numeric edits preserve motion.
Express follow response in seconds; automatically back up and migrate legacy settings without overwriting explicit new values.
Give F an independent cinematic camera: stable orbit heading, live body bounds, automatic distance, rectangular frustum checks, adaptive lens, and a watched-player anchor.
Preserve feasible outgoing subjects during event transitions and tolerate brief occlusion. Pitch changes cannot invalidate event selection or fall back to player-look mode.
Add optional sphere-cast obstacle avoidance and smooth recovery.
Make tilt/height keys, keypad alternatives, modifier chords, and adjustment steps configurable. Reject malformed hotkeys atomically during live reload.
Add deterministic 30/60/144 FPS motion and event-framing regressions, projection checks, migration tests, and a motion plot.
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