Texture scrolling interpolation, Take 2 #1332
Open
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This takes the work by @NEstelami from and supersedes #1062, removes the dependence on the horse interpolation work, and extends it to apply to actors across the game.
interp.mp4
The downside to this is that it touches the source of pretty much everything that calls a texture scroll function. Unfortunately I don't know a way around that given that the step values are dependent on however a given actor scales the distance against a counter, usually gameplay frames. It wouldn't be the first time interpolation necessitated stepping on source code.
Another known issue is that actor-based scrolling textures, such as torches seen in the video above, try to interpolate when there is no movement.
Not interpolated:
Build Artifacts