Mojira Archive
MCM-1500

Timeline events at 0.0 do not run most of the time in looping animations

Partner Rank:

1

Partner Team Reporting:

Everbloom Games

Verification builds:

1.18.10.03_rc2, 1.18.20.21_rc2

Summary:

Timeline events at 0.0 do not run most of the time, if the animation length is greater than delta time (or a tick, in the case of the server) and the animation loops.

Impact:

One of the most fundamental building blocks of our maps is usually "do X every Y seconds". We usually do this with a looping animation where X is at 0.0 on the timeline, and Y is the animation_length.
This bug makes it so these events do not run most of the time if the animation length exceeds 0.05, or however much the anim_time changed that tick/frame. Also, if the animation is paused by a MoLang condition, there is a chance it temporarily "fixes" it or breaks it even more.
For reference, this is used in our WDW Magic Kingdom map for many things, among which are:

  • the system that changes the music depending on the area
  • the message when standing next to a cast member to start a ride
  • the system that restocks shops when you leave them

And many other of our maps are also affected.

Repro Steps:

  1. Open the given world
  2. Observe the chat.

Expected:

Every second you are not crouching, both the player and the pig-looking entity say "sec" in chat (they don't need to be synchronized, but both the player's and the entity's should be consistently appearing).

Observed:

The message is only sent in chat at most once when you log in. After crouching and un-crouching, you may see the messages start to pick up again, but it may go away after a while. You may even see only one of the two saying anything at any one time.

Screenshots/Videos attached:

Yes (Video on YouTube of observed behavior)

Regression Builds:

Worked in 1.18.10.24_rc1

Unresolved

Energyxxer

2022-02-02, 02:13 AM

2022-02-14, 07:12 PM

17

5

Future Release

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