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fix: zoom affecting non-stage BG elements scaling, tension correction issues, helpers spawned with movetype A/I not being run in the same frame, pos updating/screenbound/binding 1f delay - #1056
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This commit fixes a problem where, if P1 has a greater negative Vel X than P2's positive (or neutral) Vel X, camera will tend to horizontally track on that side of the screen, leaving the character on the other side free to go inside tension limit until average min/max vel gets into 0. This happened due to camera's base tracking vel not being taken into account when average vel is different from 0. Camera's base tracking velocity was also increased to match MUGEN's tension correction velocity. Fixes ikemen-engine#1026
…the same frame Fixes ikemen-engine#1027
Vel and Screenbound now doesn't get applied with 1f delay, and moving binding back to actionRun() should fix most bind regressions. a4c009c and b875c24 changes should be re-checked in any case, since they were founded above 1f-delay pos updating. Fixes ikemen-engine#725, ikemen-engine#786, ikemen-engine#787, ikemen-engine#1042
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fix: CameraZoomYBound affecting non-stage BG elements
Fixes Inconsistent Victory Screen #998
fix(camera): tension not properly correcting cam based on char Vel X
This commit fixes a problem where, if P1 has a greater negative Vel X than P2's positive (or neutral) Vel X, camera will tend to horizontally track on that side of the screen, leaving the character on the other side free to go inside tension limit until average min/max vel gets into 0. This happened due to camera's base tracking vel not being taken into account when average vel is different from 0.
Camera's base tracking velocity was also increased to match MUGEN's tension correction velocity.
Fixes Camera Problems #1026
fix(char/processing): excluded helpers spawned with Movetypes A/I in the same frame
Fixes Supermystery's Sonic: Cloning Bug - v0.99.0-rc.1Â #1027
fix(char): move pos update, screenbound and binding into actionRun()
Vel and Screenbound now doesn't get applied with 1f delay, and moving binding back to actionRun() should fix most bind regressions. a4c009c and b875c24 changes should be re-checked in any case, since they were founded above 1f-delay pos updating.
Fixes Backedgedist inconsistency #725, BindtoTarget does not correct position in corners #786, TargetBind does not account for change in velocity #787, Character being thrown in the wrong height in 99 RC #1042