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v1.1.7-PR: Visual Fixes with ESP
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I have debugged it further, it seems like theres pose errors going on within the ESP. I'll take the time to debug further for a actual fix, this right now is just a bandaid. |
Author
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Just a note, this is way too experimental. This may work or not. |
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it might be the simulations bounds, it might be failing in the wrong way. needs to fail when theres no usable points at all. |
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might be the cache now, cause a non-roster pawn being drawn. Odd. is this because frame->world is stale? im gonna check the overlay to see if that issue persists. |
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Found the issue, Turn off spectator sync.. |
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U can actually close this, honestly to be real with you. CFG issue. |
Author
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yeah ur right, turning that off has let me see everyone even when killing n peeking. thx soap! |
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Summary
Fixed visuals disappearing and flickering on kill and peek (Issue #7).
The overlay was being suppressed on brief focus/death-cam/DXGI-proxy transitions, and player ESP was dropping targets when the bone snapshot became temporarily invalid.
Added a 250 ms visibility grace period in the window tracker and a 350 ms last-valid-bones cache in player ESP so visuals stay stable through those moments.
Also confirmed Issue #3 (BHop) works.
Verification