Closed veger closed 1 year ago
I reproducced the issue with a test (04ee6d7)
A redesign for transitions is (probably) needed to fix this though, see https://github.com/veger/TLBE/issues/37#issuecomment-1607607662 and the followup comment
From https://github.com/veger/TLBE/issues/37#issuecomment-1608200212
Now I remember: the idea of trackers is that they track something in-game like a player, buildings, a static area, etc. Camera on the other hand take screenshots or their current position, while using trackers to update (transition) their position.
So a camera is not notified that a tracker points to something new (as a tracker doesn't know if/when it is going to be used, and thus cannot inform camera(s)). Therefore, the camera checks when a tracker lastly noticed a change (and updated their 'position') and start a new transition form there on.
The solution would be to replace lastChange
by updateId
in the tracker, and let the camera detect the latest change in
the tracker using the updateId
, start and end position, and keep track of the transition steps/progress.
The failing test case is passing now. And experimentation shows that pausing camera (globally or per camera) is not changing the transition or even stopping it anymore
Available in the next release
Report from point 2 of https://github.com/veger/TLBE/issues/37
Most probably cause (from https://github.com/veger/TLBE/issues/37#issuecomment-1607132777)