Nullscape’s air/falling animation is a 3 keyframe animation that gets paused and has TimePosition set based on the player’s Y velocity. It’s a little silly but I like the end result. This broke today in Studio.
This is the intended behavior, and how it is outside of Studio right now.
This is how it looks in Studio, note the missing first keyframe.
Here is how it looks in Nullscape’s movement recode, which sets TimePosition differently and looks slightly different than current Nullscape with the bug.
Here’s a reproduction file because this bug is kind of specific and weird. repro file of doom and despair.rbxl (72.9 KB)
I do not have any animation related beta features enabled.
Hi, sorry for the delay.
We’ve identified the problem. There was a change in behavior in how we evaluate constant easing style. Previously Constant+In selected a frame if the TimePosition was exactly equal, after the change it now jumps to the next frame on equal.
We’re correcting this change and should have a fix in an upcoming build.
In the mean time, if you switch to linear interpolation (or move key 0 ahead to frame 1) you should get the previous behavior.