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Color Matrix Alpha is not handled correctly #2548
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ClientInvolves the OpenDream clientInvolves the OpenDream clientRuntimeInvolves the OpenDream server/runtimeInvolves the OpenDream server/runtime
Description
In BYOND, the raw alpha channel in color matrixes (a -> a) is treated as partially linked to the alpha var. Updating the aa channel will mirror alpha to match, and updating alpha will set the aa channel to 1.
In opendream they appear to be treated as two different, separate things. In addition, it seems as if the aa channel straight up does not DO anything. Other components of the color matrix are allowed to muck with the alpha of the world, but aa is seemingly totally ignored.
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ClientInvolves the OpenDream clientInvolves the OpenDream clientRuntimeInvolves the OpenDream server/runtimeInvolves the OpenDream server/runtime