runtime tint breaks when using additive blend mode in the light_animation of a car prototype
Long Version:
In the following image one can see the comparison between the same layer definition of a car prototype's light_animation, the only difference beeing the apply_runtime_tint. (For simplification it is the only active sprite) Not tinted
Code: Select all
  {
    animation_speed = 2,
    apply_runtime_tint = false,
    blend_mode = "additive",
    direction_count = 128,
    draw_as_glow = true,
    draw_as_light = false,
    draw_as_shadow = false,
    flags = {},
    frame_count = 1,
    height = 1000,
    width = 1000
    max_advance = 1,
    repeat_count = 2,
    run_mode = "forward",
    scale = 0.5,
    shift = {0, 0.5},
    stripes = {
      {
        filename = "__kj_countach__/graphics/entity/countach_ground_mask_light_0.png",
        height_in_frames = 8,
        width_in_frames = 8
      },
      {
        filename = "__kj_countach__/graphics/entity/countach_ground_mask_light_1.png",
        height_in_frames = 8,
        width_in_frames = 8
      }
    },
  }Code: Select all
  {
    animation_speed = 2,
    apply_runtime_tint = true,
    blend_mode = "additive",
    direction_count = 128,
    draw_as_glow = true,
    draw_as_light = false,
    draw_as_shadow = false,
    flags = {},
    frame_count = 1,
    height = 1000,
    width = 1000
    max_advance = 1,
    repeat_count = 2,
    run_mode = "forward",
    scale = 0.5,
    shift = {0, 0.5},
    stripes = {
      {
        filename = "__kj_countach__/graphics/entity/countach_ground_mask_light_0.png",
        height_in_frames = 8,
        width_in_frames = 8
      },
      {
        filename = "__kj_countach__/graphics/entity/countach_ground_mask_light_1.png",
        height_in_frames = 8,
        width_in_frames = 8
      }
    },
  }When put into the animation property however, the result is as expected and shows up orange:


