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12-08-17, 01:04 AM   #5
MunkDev
A Scalebane Royal Guard
 
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Join Date: Mar 2015
Posts: 431
Originally Posted by Resike View Post
Didn't they fixed this? Maybe it's just not live yet.
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:
  1. ['M1'] = {
  2.     up = TEX_PATH:format([[Masks\M1_down]]),
  3.     down = TEX_PATH:format([[Masks\M1_up]]),
  4.     left = TEX_PATH:format([[Masks\M2_left]]),
  5.     right = TEX_PATH:format([[Masks\M2_right]]),
  6. },
  7. ['M2'] = {
  8.     up = TEX_PATH:format([[Masks\M2_down]]),
  9.     down = TEX_PATH:format([[Masks\M2_up]]),
  10.     left = TEX_PATH:format([[Masks\M1_left]]),
  11.     right = TEX_PATH:format([[Masks\M1_right]]),
  12. },
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.
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Last edited by MunkDev : 12-08-17 at 01:11 AM.
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