Descriptive Problem Summary:
Some aspect of turf darkness calculation has experienced a regression in 512.1424, that results in extremely unusual behavior of the see_in_dark variable, especially during glides.
Turfs to the left(?) are only affected by see_in_dark while gliding, while turfs to the right are always affected. It's bizarre to explain, so I've taken two screen recordings of the same test, running in a single DD instance, showing two different versions of the client connected.
512.1423: Works normally
https://imgur.com/bjkBtpb
512.1424: Abnormal behavior
https://imgur.com/mrPRoaQ
FYI the mob has see_in_dark 6 if that's relevant.
Numbered Steps to Reproduce Problem:
1) Make a new project with /atom/var/lumonisity=0, and /mob/var/see_in_dark=4
2) Run the project, move around in 512.1424 and notice the bizarre behavior related to moving.
3) Test previous versions, behavior does not occur.
Here's a little project I use for testing, that has this behavior implemented by the 1424seeindark.dm variable changes. https://www.dropbox.com/s/ohf2ivpx26uh997/BasicTest.zip?dl=0
Code Snippet (if applicable) to Reproduce Problem: See above.
Expected Results: see_in_dark applies uniformly and always
Actual Results: see_in_dark applies sometimes directionally, sometimes only while gliding
Does the problem occur:
Every time? Or how often? Every time (in 512.1424)
In other games? Yes
In other user accounts? Yes
On other computers? Yes
When does the problem NOT occur?
Versions prior to 512.1424
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? Yes, only occurs in 512.1424
Workarounds:
ID:2369592
May 17 2018, 12:05 pm (Edited on May 17 2018, 1:18 pm)
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Resolved
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May 17 2018, 12:35 pm
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Thanks for the test case. I'll take a look.
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Lummox JR resolved issue with message:
The see_in_dark setting was not handled properly in the previous version. |
Descriptive Problem Summary:
see_in_dark does not work when the mob is standing still. It appears to work normally - the problem disappears temporarily - when the mob is moving between turfs. In a test project this manifests itself as every turf but the one the mob is standing on being dark when they should be visible due to see_in_dark. In SS13 this manifests as 3/8ths of the turfs being visible and the others being dark (-pi/4 to pi/2 rad on the unit circle). Numbered Steps to Reproduce Problem: Code Snippet (if applicable) to Reproduce Problem: /area Expected Results: The dark turfs should be visible due to see_in_dark. Actual Results: They stay invisible until the mob moves at which time they flicker into visibility and away again. Does the problem occur: Every time? Or how often? Seemingly every time. In other games? In both test project and SS13. In other user accounts? Unknown. On other computers? Unknown. When does the problem NOT occur? When there is not darkness, obviously. 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.) The problem does NOT occur in 512.1423, it was introduced in 512.1424. Workarounds: None known. |