"apply_runtime_tint" seems to do nothing.
Both Layers of my animation have tint applied to them regardless of what it's set to
Code below is in data.lua:
Code: Select all
local cargoCrateAnimationLayered = {
type = "animation",
name = "cargo-crate-animation-layered",
layers = {
{
filenames = {
"__alchemy__/CargoCrates/crate-sprite-sheets/crate-base-1.png",
"__alchemy__/CargoCrates/crate-sprite-sheets/crate-base-2.png",
"__alchemy__/CargoCrates/crate-sprite-sheets/crate-base-3.png",
"__alchemy__/CargoCrates/crate-sprite-sheets/crate-base-4.png"
},
size = {256,256},
scale = 0.5,
shift = {0,-0.5},
frame_count = 64,
line_length = 8,
animation_speed = 1,
lines_per_file = 8,
apply_runtime_tint = true,
},
{
filenames = {
"__alchemy__/CargoCrates/crate-sprite-sheets/crate-rust-1.png",
"__alchemy__/CargoCrates/crate-sprite-sheets/crate-rust-2.png",
"__alchemy__/CargoCrates/crate-sprite-sheets/crate-rust-3.png",
"__alchemy__/CargoCrates/crate-sprite-sheets/crate-rust-4.png"
},
size = {256,256},
scale = 0.5,
shift = {0,-0.5},
frame_count = 64,
line_length = 8,
animation_speed = 1,
lines_per_file = 8,
apply_runtime_tint = false,
},
}
}
Code: Select all
zone.crateSpriteEntity = rendering.draw_animation {
animation = "cargo-crate-animation-layered",
animation_speed = 0,
target = zoneEntity,
tint = zone.crateColor,
surface = zoneEntity.surface,
render_layer = "object"
}