(VYPER) Problems with increasing FOV while sliding

this is still in the game but now you cant even avoid it by using legacy fov.


please fix this, camera fov keeps jumping everywhere when you slide on a character built around sliding
 
When we allowed FOV changes, we had to switch a lot of FOV modifiers over to "relative" mode. This included the sliding FOV starting effect.

Viper's slide is a special case which has its own settings, which weren't updated with this fix.

I've made Viper's slide FOV behavior values match the global slide behavior (+5 fov). I hope this is what you want. But if not, would like more details on how to address this issue.
 
When we allowed FOV changes, we had to switch a lot of FOV modifiers over to "relative" mode. This included the sliding FOV starting effect.

Viper's slide is a special case which has its own settings, which weren't updated with this fix.

I've made Viper's slide FOV behavior values match the global slide behavior (+5 fov). I hope this is what you want. But if not, would like more details on how to address this issue.
To my understanding of the issue, that should fix most or all of it, thank you.

A little more elaborate on what issue might stay:
Right now, if the fov is set above 80, her fov decreases during slide instead of increasing like everyone else. You got that fixed. I'm not sure this fix will also patch the persistence of sliding FOV effect on her when she's past the slide.
for example, here, testing on 90 fov:
View attachment 2026-01-23 23-29-13.mp4

there's "zoom in" transition when fov decreases from sliding (what you've just fixed to be the opposite like on everyone else), but no "zoom out" and instead it just "pops" the camera back abruptly at unexpected times. For example look at the last slide in the video above: the fov change happens as viper is still sliding, prior to any of my inputs suggesting i am going to stop sliding. there are also multiple times where I stopped sliding and fov didnt change back or it happened later during another slide.

Although, I might be just misinterpreting the "camera pops" since they look so unnatural. If this is solely due to her not following the relative fov increase rule, which makes her "zoom in" and "zoom out" of the slide FOV effect flipped, then yes, this is what I want.
 
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