Nebula
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color_matrix_saturation() applies a bright red layer to everything when used in the oversaturation client colour.
Description of issue
/datum/client_color/oversaturated
(applied when the druggy status is on a human mob) causes the game to become dark red. When color_matrix_saturation() is replaced with the previous colour saturation logic, the issue does not occur.
Difference between expected and actual behavior
Should be 1:1 with the legacy color saturation proc.
Steps to reproduce
Take a euphoriant drug.
Length of time in which bug has been known to occur
Likely since https://github.com/NebulaSS13/Nebula/pull/2903
Client version, Server revision & Game ID
Current staging branch.
Issue bingo
- [X] Issue could be reproduced at least once
- [X] Issue could be reproduced by different players
- [X] Issue could be reproduced in multiple rounds
- [X] Issue happened in a recent (less than 7 days ago) round
- [X] Couldn't find an existing issue about this