Rubat

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I don't see any reason for the function to take UV coordinates over pixel values. You open the texture in a image editing program, select the rectangle you want and...

![image](https://user-images.githubusercontent.com/3299036/184221390-50a8f472-008f-42e0-aa33-6d37fe705013.png) It does seem to function correctly in my tests?

Must be OSX exclusive issue then, and therefore a problem with the game, not this addon.

And this is definitely game's fault and not your mouse's or you accidentally hitting those keys? I personally never had this issue or heard of it before now.

You need to scroll `$bumptransform`, not the `$bumpmap` itself, you are trying to set the texture value to a number..

From what I can tell the issue is that the start/end node keyvalues are being replaced (by compressed IDs) on map compile, but I can't find the code that does...

It's a result of unparenting/changing parents IIRC and ultimately doesn't really mean or do anything.

I don't see anything in the code to suggest its meant to work like you want it to. nav_quicksave only skips 2 things: ComputeSpotEncounters and ComputeSniperSpots nav_analyze just reruns nav_generate...

You are all speculating without seeing OP's code or any reproducible code or setup presented.

AFAIK @UnderscoreKilburn said that there will always be problems with transparency and render targets.