AutoCameraSpectator
Smooth spectator camera for PEAK with automatic player selection, event framing, and camera settings you can adjust while playing.
By TactiKot
CHANGELOG
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
OcclusionGraceSecondsbefore 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.