Repository navigation
Releases: Ikersfletch/ExCameraDynamics
Release list
v 1.2.0
- Proper Motion Smoothing Compat courtesy of cruz (thank you!!)
- Fixed an issue where the camera would get reset improperly on respawn
- Fixed
Level.ResetZoomnot resetting the camera's position - Fixed a heap failure by deleting the hook completely
- Added a setting to force the buffers to a specific size
- Added a setting to disable/limit/expand off-grid rendering
- Added more interop methods
v 1.1.2
- Added
excam.zdecal attribute - Added
excam_render_chaptercommand - Attempt #1 at fixing an issue when resetting zoom
- Attempt #1 at fixing a crash that occured if theo died while the player was using a watchtower
- Removed my zoomout privileges
- Restored touhoe's zoomout privileges
Don't relapse now, touhoe.
I know you think you need zoomout.
I know what zoomout meant to you.
But you're stronger now.
You can do this.
v 1.1.1
- All camera target triggers should work now :)
- Attempt #2 at fixing parallax jitter
v.1.1.0
-Updated to .net8
Added CameraDollyTrigger
--While the player remains in the trigger, it zooms from Zoom Start to Zoom End over Duration
--Resets once the player exits the trigger
--Otherwise works like a session slider zoom trigger
-Added CameraFrameTargetTrigger
--Works like a vanilla CameraTargetTrigger, but targets a CameraReferenceFrame via its easyKey parameter.
-Added Adjustable Watchtower
--Allows the player to manually zoom while using this watchtower within specified bounds.
--While using the watchtower, press up to zoom in and down to zoom out when 'holding grab'/'grab is toggled on'.
-Watchtowers & manual camera zoom should properly resize the buffers when needed
-All triggers are now categorized as camera triggers in Loenn
-Removed the baked offsets in CameraTargetTriggers
--The offset is no longer accounted for in evaluating the camera's final position
-The pixel grid is unlocked while actively zooming in/out to help reduce jitter
--The buffer is not sized differently because of this
--Once the zoom target is reached, the pixel grid re-aligns & locks itself again
-Attempt #1 at improving parallax jitter when actively zoomed in
-Modified Loenn names to match parity w/ vanilla
-Patched vanilla summit gems to work correctly
--I genuinely just missed them (I didn't know they flashed in the bg as well!!)
--Level.Flash() is working on my machine??? :(
-Added a few descriptions in Loenn
v 1.0.9
- Fixed an issue where the camera would snap after leaving a watchtower
- Made
ZoomParallaxDepthand similar move more smoothly - Removed Touhoe's zoomout privileges
v 1.0.8
- Fixed an issue with camera placement while transitioning
- Camera viewport size should round up now
v 1.0.7
-Spotlight Wipes should now be correct on level end
-Level_GetTriggerZoomAt now correctly calculates zoom.
-Zoom triggers should now be respected on area load
--> NOTE: There is a known case where this breaks, but I cannot reproduce it. Please DM me @LilacIsle if you have an issue with zoom when first loading into an area so I can maybe try reproducing the issue.
v 1.0.6
-Added session slider versions of CameraZoomTrigger and CameraSnapTrigger.
-Buffers should resize with zoom whether or not the player is in control.
-Dialog commands now trim whitespaces.
-The spotlight when first entering a chapter should now properly center about the player.
-Parallax should fill the screen when zoomed in.
v 1.0.5
CameraTargetTriggers andCameraAdvanceTargetTriggers should now work as expected by designers- Fixed an issue where restarting the chapter while the camera is zoomed out would retain that zoom
v 1.0.4
- Modified the behavior of adjacent
CameraZoomTriggers to matchCameraTargetTrigger - Potentially optimized?? (As a byproduct)