PEAK
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Latest version
1.2.0
Last Updated
First Uploaded
Downloads
592
Likes
1
Size
231KB
Dependants

Changelog

1.2.0

  • 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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