Map retint TAction breaks UseNormalLight=yes on building anims
Metadorius opened this issue · 4 comments
Description
Here a power plant active anim was tinted even though it had UseNormalLight=yes
.
Conditions to reproduce
No response
INI code
No response
Steps to reproduce
Retint the map using TActions.
Expected behaviour
UseNormalLight=yes
anims should still be unaffected by tint.
Actual behaviour
UseNormalLight=yes
anims are affected by tint.
Additional context
Map file with an example to reproduce
https://cdn.discordapp.com/attachments/1141676703350001735/1150805596879196220/test_map_night.map
Checklist
- The issue is not introduced by Phobos or any other engine extension, such as Ares, Kratos etc.
- The issue wasn't fixed in the most recent version of Ares/Phobos yet.
- I agree to elaborate the details if requested and provide thorough testing if the bugfix is implemented.
- I added a very descriptive title to this issue.
- I used the GitHub search and read the issue list to find a similar issue and didn't find it.
- I have attached as much information as possible (screenshots, gifs, videos, debug and exception logs, etc).
Addendum: this only happens on building anims.
SW lighting and map retint actions apply the changes to color data of the drawers. Fixing this would be quite a tall order, if not completely impossible (what really is).
How are the regular fire anims not affected then?
How are the regular fire anims not affected then?
Cause the tint is only applied on ColorScheme drawers e.g Techno palettes.
Using ShouldUseCellDrawer=false
and the animation (or custom) palette on building anims would work around this. Does not support remap and your color options are limited without Ares' custom animation palettes though.