ID:1378218
 
Resolved
Pixel offsets for objs and mobs weren't respected if the animation didn't use them.
BYOND Version:500.1207
Operating System:Windows 8 Pro 64-bit
Web Browser:Chrome 29.0.1547.66
Applies to:Dream Seeker
Status: Resolved (500.1208)

This issue has been resolved.
Descriptive Problem Summary: This is something weird I've had with the Superantx Spirit Bomb, for some reason, in 500.1207 the Spirit Bomb doesn't get aligned on top of the player until it's done.

Numbered Steps to Reproduce Problem:

-Superantx Spirit Bomb
-Be sure you have 500.1207
-Compile it and try it out

Expected Results: The Spirit Bomb is aligned above the player, like it does in 500.1206

Actual Results: The Spirit Bomb is badly aligned until it finishes animating.

Does the problem occur:
Every time? Or how often? Everytime.
On other computers? Not tested.

When does the problem NOT occur? Always occur.

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? It was aligned correctly on 500.1206

Workarounds: Use BYOND 500.1206
After testing out some things, I found out the line causing it is this line:
animate(transform = matrix(), time = 100)


Although I don't know why. If you comment out that line and run it, the object appears in the correct position. This line causes it to move, for some reason.
I haven't even touched any of the 500 builds, and I've only been scanning through the posts/threads concerning it, but perhaps this is a side-effect of the fix for the bug reported in id:1376954?

There was a bug initially (that was fixed in .1207?) that made pixel_y offset not calculate properly. And early adopters that ran into the problem had started to over-compensate by sticking in larger-than-necessary pixel_y offsets as a hacky work-around.

So, perhaps SuperAntX's code for the spirit bomb includes such a compensating value for pixel_y? And the now-correct functionality (as of .1207) makes it seem "broken" as its currently entered?

Not sure why the commenting-out of the line Albro narrowed this down to makes it work, though, unless perhaps the instruction in that line is what used-to trigger the pixel offset work-around, so if you stop doing that, then the overly-large pixel offset doesn't come into play? I dunno.
Lummox JR resolved issue with message:
Pixel offsets for objs and mobs weren't respected if the animation didn't use them.