Opacity is ignored in certain circumstances when an object's bounding box is lower than a tile size. (I finally found the bug myself.)
Numbered Steps to Reproduce Problem:
Go to the right side of the wall. Go near (touch) the other mobs (in white). Go back to the left side. You can now see the mobs behind the wall.
Code Snippet (if applicable) to Reproduce Problem:
//See demo code.
Demo: http://files.byondhome.com/Kamuna/TestCases/ BoundsTestCase_src.zip
Expected Results:
Blackness, all blackness.
Actual Results:
http://puu.sh/oajQx/25c39b72d5.png
I see some whiteness!
Does the problem occur:
Every time? Or how often?
Every.
In other games?
Yes.
In other user accounts?
Yup.
On other computers?
Affirmative.
When does the problem NOT occur?
If you don't have a high view size and/or don't go near the mobs, or if you don't have a different bounding box size.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
509, I believe?
Workarounds:
No high view size or use the default bounding box size.
EDIT: Actually, it seems to happen on a 32x32 AABB too.
Part of the issue is that it's not bounds that determine visibility, but the extent of the icon. Because you're using pixel movement, the white mobs that are moving west stop at the wall with a step_x of -3. The icon, which is 32x32, therefore partially overlaps the visible tiles. So being able to see those icons would, in some cases, be considered correct.
Problem is, the behavior that triggers that change only comes up if you've got an "extended" turf to display the objects, and that shouldn't be the case here. Turfs are inappropriately being marked as extended, and the server is telling the client to hold onto them for way too long.