NebulaSS13 / NebulaSS13/Nebula

color_matrix_saturation() applies a bright red layer to everything when used in the oversaturation client colour.

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bug refactor artifact
Dominant language
DM
Stars
60
Forks
255
Avg merge
3d 2h
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

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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