Originally Posted by Resike
Didn't they fixed this? Maybe it's just not live yet.
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They fixed the issue with unrelated masks linking together in the back-end, but it seems the calculations are still reversed. My code kinda reveals the issue.
Notice how I swapped M1 left/right with the corresponding masks for M2.
Lua Code:
['M1'] = {
up = TEX_PATH:format([[Masks\M1_down]]),
down = TEX_PATH:format([[Masks\M1_up]]),
left = TEX_PATH:format([[Masks\M2_left]]),
right = TEX_PATH:format([[Masks\M2_right]]),
},
['M2'] = {
up = TEX_PATH:format([[Masks\M2_down]]),
down = TEX_PATH:format([[Masks\M2_up]]),
left = TEX_PATH:format([[Masks\M1_left]]),
right = TEX_PATH:format([[Masks\M1_right]]),
},
This is still happening on the PTR, but if it never gets fixed it's as easy as horizontally flipping your mask texture to work around it.
From a programming perspective, I would imagine whoever implemented this only used symmetrical textures (as most masks are) during testing.