Bruh idk how this happens lol. Maybe its bc of the way you made movement
!! ATTENTION !!
At the current moment, iāve been seeing many people encountering, including myself, an issue where the enemies upon death flickers shadows. But this isnāt caused due to them getting destroyed, from my theory i suggested that when reached an alpha/t of 1, the enemies would be tped away 7978798 miles away which ended up being true. For now you can try to use math.clamp(t, 0, .99) as a solution which worked for me until omrez fix this, pretty sure this come from cache calculation
what happens is probably due to how you calculate with a sort of finish time / spawn time with the enemy speed at spawn, causing it instead of just slowing/speeding up from where it was, to auto adjust to the current pos where it should be with that speed
edit: didnāt see them getting frozen uh no idea for that one
to fix this you might need another way to calculate your alpha/t value, didnāt try that for now so i cannot really give you any clues on how to do that
Just multiply the cframe by an offset cframe.
Oh, Ill look into the issue. thanks for reporting
VERSION 1.0.7
Fixed the shadow bug and teleporting far away bug
This wonāt work on corners?..
are you sure you are doing it right? i do that and it works for me fine
You probably understood me incorrectly:
Orange arrow shows what I want to get. And itās length is equal to N studs.
ohhh, yeah i misunderstood you.
Well, there is no formal formula for calculating the length of a curve along a bezier curve so what youāll need to do is add an amount to the T value that your point is, then divide it into seperate pieces and add up the distances between each piece. approximating the length.
looks like catmull rom splines to me (the curve)
Hi, I have noticed another Issue with this new version, this could just be my code thoā¦ What I was experiencing was that the object I was moving weirdly āsnappedā into position at the last waypoint. So it stops like 0.5 studs before it and then snaps to the last waypoint. The t / alpha value works fine, itās just the visual. I am not sure why this could happen. Have others here had that same issue?
Here is a video of it.
oh thatās normal i guess kinda, omrez was just lazy to fix an actual issue and just made it like that instead for the end, what was happening normally was an issue in the caching for alpha 1, but he was lazy to fix that (that bug caused objects to be sent miles away from the center causing shadow flickering)
also please add a ui corner to the pattern too
i know. im just kind of demotivated on working on this module lol. when ill get the will to work on it again ill fix it.
Iām also encountering this issue; I thought it was caused by something else but if youāre also having the same issue will also assume itās the module.
ok sir yes sir ā¦ (It kinda looks stupid I agree)
Iāve already mentioned this in Discord, but Iāll reiterate it here to inform others.
The issue with shadow flickering stems from a module near alpha 1 (it occurs slightly earlier), a problem that many are aware of. Omrez claimed to have āfixedā the problem by clamping the alpha value, but this merely led to unintended behavior with enemies being teleported to the end too early.
After conducting a thorough investigation, Iāve quickly identified the problem originating from the āProgressā calculation within the CalculateUniform functions. Here, a division by zero occurs, resulting in values becoming inf/nan.
The solution is to lock it at a progress of 1 (I assume), though I havenāt tested the fix yet. Iāll add an if statement as a test. Omrez has requested me to address the issue, but personally, Iām unsure how to optimize this without necessitating additional statements or unnecessary calculations.
yes i did use chat gpt to fix my sentence to sound more professional here :troll;