ID:2224051
 
Resolved
Animating client pixel offsets resulted in the client's pixel offsets reverting to 0 on the server after the animation ended. This resulted in bad behavior for turf visibility, as well as jerky animations the next time the pixel offsets were changed.
BYOND Version:511.1377
Operating System:N/A
Web Browser:N/A
Applies to:Dream Daemon
Status: Resolved (511.1378)

This issue has been resolved.
(Posted by Lummox JR on behalf of Kozuma3.)

Descriptive Problem Summary:

The beta has indeed killed the client's eye pixel locations as it seems to move and then revert back to the center of the mob.

The code below is what I use for paradoxus for the sights for the weapons and to set the direction the mob's pointing towards when the player moves/attacks.

The size of the icons being 8x8

proc
FaceDirection(D=2)
if(client && facedir!=D)
facedir = D
var V = 8
if("Scout" in perks)
V = 16
if(weapon == primary)
switch(attachment)
if("Red Dot Sight") {V += 4}
if("ACOG") {V += 8}
if("x4 Scope") {V += 12}
switch(D)
if(1){animate(client, pixel_x = 0, pixel_y = V, time = 2.5)}
if(2){animate(client, pixel_x = 0, pixel_y = -V, time = 2.5)}
if(4){animate(client, pixel_x = V, pixel_y = 0, time = 2.5)}
if(8){animate(client, pixel_x = -V, pixel_y = 0, time = 2.5)}
Lummox JR resolved issue with message:
Animating client pixel offsets resulted in the client's pixel offsets reverting to 0 on the server after the animation ended. This resulted in bad behavior for turf visibility, as well as jerky animations the next time the pixel offsets were changed.
Quick fix, couldn't be happier.
Can confirm fixed in 511.1378.