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This has actually been the most long standing bug of this project. And of course, once again it only happens on chromium, Firefox has no issue with this. Anyways, short answer, those pixels of the character image are not being rendered because of this little fella:
Wait, why am I rotating the thing exactly 182 degrees? Actually, why am I just not using transform: scaleX(-1)?? Well, the thing is, if i use scaleX then this happens when the character fades in:
This happens on the few frames the trail is moving. For some reason, when moving, the trail will appear in front of the skin. This only happens on certain characters (Normal Maypul, HD Etalus, many workshop characters...), and this only happens when flipping the image and doing clip for masking the image (so it doesnt go to the other player's side). Why is it doing that? Absolutely no idea, and no matter how much I tried, I couldn't get it to not show without just not clipping.
Speaking of, turns out this issue doesn't exist when using an image mask instead of a clip mask. But then we have 2 new problems (you can test it out yourself with the included VS mask!): Now both characters will have cropped pixels on the edges of the screen when moving the image, and for some reason it stutters a bit more than usual. So that's why I decided to not use image masks.
So why the 182º? Well, turns out, for whatever reason, if we crop out a single column of pixels with that code, the flicker doesn't happen. Why? I have absolutely no idea, but I'll take the downsides. I mean, it's hard to notice anyways.
But I would really like to have this done properly. If anyone has some tips to help, it would be greatly appreciated
The text was updated successfully, but these errors were encountered:
This has been fixed for next release (v6). Seems like changing the img positions from objectPosition to simply left and top fixes this issue, so there's that.
This has actually been the most long standing bug of this project. And of course, once again it only happens on chromium, Firefox has no issue with this. Anyways, short answer, those pixels of the character image are not being rendered because of this little fella:
Wait, why am I rotating the thing exactly 182 degrees? Actually, why am I just not using
transform: scaleX(-1)
?? Well, the thing is, if i use scaleX then this happens when the character fades in:This happens on the few frames the trail is moving. For some reason, when moving, the trail will appear in front of the skin. This only happens on certain characters (Normal Maypul, HD Etalus, many workshop characters...), and this only happens when flipping the image and doing
clip
for masking the image (so it doesnt go to the other player's side). Why is it doing that? Absolutely no idea, and no matter how much I tried, I couldn't get it to not show without just not clipping.Speaking of, turns out this issue doesn't exist when using an image mask instead of a clip mask. But then we have 2 new problems (you can test it out yourself with the included VS mask!): Now both characters will have cropped pixels on the edges of the screen when moving the image, and for some reason it stutters a bit more than usual. So that's why I decided to not use image masks.
So why the 182º? Well, turns out, for whatever reason, if we crop out a single column of pixels with that code, the flicker doesn't happen. Why? I have absolutely no idea, but I'll take the downsides. I mean, it's hard to notice anyways.
But I would really like to have this done properly. If anyone has some tips to help, it would be greatly appreciated
The text was updated successfully, but these errors were encountered: