Normally if you move around on a decent size map, using pixel movement, part of turfs are loaded in smoothly as the client.eye follows the mob. If you set world.maxx to client.view x and world.maxy to a number larger than client.view y, or vice versa, turfs are loaded in as an entire tile instead of based on your step_size value.
Furthermore, if you use a similar setup as noted above and set client.perspective to EDGE_PERSPECTIVE, it heavily bugs out the client.eye.
Numbered Steps to Reproduce Problem:
Test Build with instructions
Code Snippet (if applicable) to Reproduce Problem:
world
maxx = 20 // Currently testing north/south camera behavior. change this to 30 to test for east/west behavior
maxy = 20 // Currently testing north/south camera behavior. change this to 15 to test for east/west behavior
maxz = 1
fps = 40
turf
icon = 'ikon.dmi'
New()
..()
icon_state = num2text(pick(1,2)) // randomizes grass color so you can see the issue
client
// perspective = EDGE_PERSPECTIVE // enable this and set maxx to 20 and maxy to 16 for even more camera oddness.
New()
..()
view = "20x15"
mob
icon = 'ikon.dmi'
step_size = 4
Expected Results:
client.eye to not bug out.
Actual Results:
client.eye bugs out.
Does the problem occur:
Every time? Or how often? yes
In other games? yes
In other user accounts? yes
On other computers? uncertain
When does the problem NOT occur?
The problem doesn't occur when world.maxx and world.maxy are both set to higher values than client.view x and y.
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.)
Workarounds:
Set world.maxx and world.maxy to higher values than client.view x and y.