Yincognito wrote: ↑September 21st, 2020, 2:22 pm
Yeah, too bad numerical variables aren't resolved when using !SetVariable unless you also create Calc measures for them, cause it would have saved me from adding the somewhat redundant [PlayerUpIndex] and [PlayerDownIndex] measures to the code.
Maybe a Lua version would solve another dozen of bugs in AuroraBar, so push hard for it...
Ah? No, i haven't any troubles with original version of this switcher. I told about 1.1 version. When rainmeter freezes (no matter why, as example - Aurora's reasons) and you brainf*** the switcher in this moments, Y coords gets bugged and you see half of 2 player names at a time and so on. v1.2 are protected in this means. Trust me, i brought some violence for rainmeter while tested.
deflore08 wrote: ↑September 21st, 2020, 2:39 pm
Ah? No, i haven't any troubles with original version of this switcher. I told about 1.1 version. When rainmeter freezes (no matter why, as example - Aurora's reasons) and you brainf*** the switcher in this moments, Y coords gets bugged and you see half of 2 player names at a time and so on. v1.2 are protected in this means. Trust me, i brought some violence for rainmeter while tested.
I'm not sure we talk about the same thing, but that (seeing half of 2 player names at a time) had nothing to do with AuroraBar - it was a bug in the 1.1 version of this code, actually, and it happened for me as well. I believe it was because although the height of the text was 24 pixels, the ActionTimer measure would scroll only 20 pixels at a time, and those 4 leftover pixels would keep adding up and create the artefact you mentioned. I corrected this right from the start when I modified the 1.1 version to get the 1.2 version, because I'm quite picky wheen it comes to formulas giving the appropriate result:
Bug.jpg
Since we're at it, I've seen this approach in many ActionTimer codes ... where the scrolling / sliding ActionTimer amount doesn't equal the actual interval the variable should belong to.
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Yincognito wrote: ↑September 21st, 2020, 2:46 pm
I'm not sure we talk about the same thing, but that (seeing half of 2 player names at a time) had nothing to do with AuroraBar - it was a bug in the 1.1 version of this code, actually, and it happened for me as well. I believe it was because although the height of the text was 24 pixels, the ActionTimer measure would scroll only 20 pixels at a time, and those 4 leftover pixels would keep adding up and create the artefact you mentioned. I corrected this right from the start when I modified the 1.1 version to get the 1.2 version, because I'm quite picky wheen it comes to formulas giving the appropriate result:
Bug.jpg
Since we're at it, I've seen this approach in many ActionTimer codes ... where the scrolling / sliding ActionTimer amount doesn't equal the actual interval the variable should belong to.
Yes. It happens independently of performance, and trouble not in size. With 24px the same result, tested right now.