"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"
	}


