Currently, neo_fov value is done per-player with their FOV values broadcast to other spectators and not only local client. This means if the player has a neo_fov value of 110, the person spectating the player will also see that player's neo_fov of 110, and not their own neo_fov value.
EDIT: It been decided instead to keep the behavior, but have this off by default
To Reproduce
Have two clients/computers running, one run the server and join the server having two clients in it
One player join spec, the other join a team
The player in a team change neo_fov values while the spectator is spectating the player
Expected behavior
The local client's/spectator's neo_fov value is used for FOV.
Actual behavior
The player's it's spectating neo_fov value is used for FOV instead.
Build Info
20240622_f670f82 (master-f670f828687a22886a4d6b89fc09fcaea9b23e70)
Description
Currently,
neo_fov
value is done per-player with their FOV values broadcast to other spectators and not only local client. This means if the player has aneo_fov
value of 110, the person spectating the player will also see that player'sneo_fov
of 110, and not their ownneo_fov
value.EDIT: It been decided instead to keep the behavior, but have this off by default
To Reproduce
neo_fov
values while the spectator is spectating the playerExpected behavior
The local client's/spectator's
neo_fov
value is used for FOV.Actual behavior
The player's it's spectating
neo_fov
value is used for FOV instead.Operating System
Version/Distro
Arch Linux; Windows 10
Machine's CPU
No response
Machine's GPU
No response
GPU's driver
No response
Build's compiler
No response
Additional context and Screenshots
No response