NebulaSS13 / NebulaSS13/Nebula
color_matrix_saturation() applies a bright red layer to everything when used in the oversaturation client colour.
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- Dominant language
- DM
- Stars
- 60
- Forks
- 255
- Avg merge
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- Merged PRs (30d)
- 77
Description
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
- Issue could be reproduced at least once
- Issue could be reproduced by different players
- Issue could be reproduced in multiple rounds
- Issue happened in a recent (less than 7 days ago) round
- Couldn't find an existing issue about this
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with /datum/client_color/oversaturated and the color_matrix_saturation() call, then compare them with the previous colour saturation logic and the changes in PR 2903. Reproduce the issue by taking a euphoriant drug and verify that the oversaturated effect matches the legacy saturation behaviour without making the game dark red.
Written by the indexing model from the issue text.
Assessment
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100