Not entirely sure how you would fix this, it feels like the current solution of tf_enable_glows_after_respawn set to 0 is the best and fairest approach, but there might be a smart way of getting around it. The suggestion I've heard is disable map-based camera and set spy outlines for friendlies/enemies to off.
Not entirely sure how you would fix this, it feels like the current solution of tf_enable_glows_after_respawn set to
0
is the best and fairest approach, but there might be a smart way of getting around it. The suggestion I've heard is disable map-based camera and set spy outlines for friendlies/enemies to off.