FBZ Vertical Pylon Animation broke
I think it must have happened either when we upgraded to GD4 or else 4.2... but the Veritical Pylon gimmick that I wrote is no longer animating the characters properly when using it, so I need to take some time to fix that soon.
i don't see the issue, both cc (godot 3) and the current branch produce identical behavior that doesn't look obviously wrong...
the only thing i might account for is that the characters are shifted smoothly between defined pixel units, and i'd imagine that would be very unnoticeably different and less consistent than the genesis... but it feels like a massive stretch for that to be the issue considering the goals of this engine compared to something like orbinaut, though i'm not sure how that engine handles subpixels, if at all.
Hard to say exactly what it might be, but it was definitely playing out very incorrectly when I tried it the other day. I'll get a video soon, I was planning to work on it this weekend anyway.
Alright, though the idea this is giving me is either you had the thing run overnight or it's off of the main branch Thanks for the quick response though!
Confirmed today that the issue appears to be caused by Godot 4.2 specifically and is a consequence of an animationplayer bug which causes seek to randomly fail. This bug seems to be patched out as of 4.3, which isn't a huge consolation when the engine is currently only supporting 4.2, but it is what it is. I'll leave this open until we update to 4.3 at which point I'll reconfirm that the behavior is gone.
Oh and also the issue is exacerbated if playing with a refresh rate of >60hz.
Oh, this was resolved by upgrading to 4.3 btw