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I have recreated the bug with only Everest OR a minimum number of mods enabled
Yes
Describe the bug
Bug description
If we have a NPC (which holds a TalkComponentUI), standing exactly on a FakeWall, and if the FakeWall is not uncovered, then the talk bubble will not show up
Steps to reproduce
Why we have this bug
TalkComponentUI.Update will check if its Handler.Entity.Position (Position of NPC in this case) is covered by a FakeWall. If is, then its alpha will always be 0. if (alpha < 1f && Handler.Entity != null && !base.Scene.CollideCheck<FakeWall>(Handler.Entity.Position)){ alpha = Calc.Approach(alpha, 1f, 2f * Engine.DeltaTime); }
Due to the minor differences between Hitbox.Collide(Vector2 point) vs Hitbox.Collide(Hitbox hitbox), Scene.CollideCheck<FakeWall>(Handler.Entity.Position) will return true here.
How to patch this
maybe just change it to Scene.CollideCheck<FakeWall>(Handler.Entity.Position - Vector2.UnitY)
in TalkComponentUI.Awake/Update
Why we should patch this
Coz such kind of structure is not uncommon in mod maps
Expected behavior
Operating System
Win 10
Everest Version
4713
Mods required to reproduce
No
Additional context
No response
The text was updated successfully, but these errors were encountered:
My mods and Everest install are up to date
Yes
I have recreated the bug with only Everest OR a minimum number of mods enabled
Yes
Describe the bug
Bug description
If we have a NPC (which holds a TalkComponentUI), standing exactly on a FakeWall, and if the FakeWall is not uncovered, then the talk bubble will not show up
Steps to reproduce
Why we have this bug
TalkComponentUI.Update will check if its Handler.Entity.Position (Position of NPC in this case) is covered by a FakeWall. If is, then its alpha will always be 0.
if (alpha < 1f && Handler.Entity != null && !base.Scene.CollideCheck<FakeWall>(Handler.Entity.Position)){ alpha = Calc.Approach(alpha, 1f, 2f * Engine.DeltaTime); }
Due to the minor differences between
Hitbox.Collide(Vector2 point)
vsHitbox.Collide(Hitbox hitbox)
,Scene.CollideCheck<FakeWall>(Handler.Entity.Position)
will return true here.How to patch this
maybe just change it to
Scene.CollideCheck<FakeWall>(Handler.Entity.Position - Vector2.UnitY)
in
TalkComponentUI.Awake/Update
Why we should patch this
Coz such kind of structure is not uncommon in mod maps
Expected behavior
Operating System
Win 10
Everest Version
4713
Mods required to reproduce
No
Additional context
No response
The text was updated successfully, but these errors were encountered: