as it stands now, vis contents works as follows:
If multiple turfs are present in visual contents, they will be offset as needed (relative to the southwest-most turf) to appear in the correct positions. That is, pixel_x and pixel_y offsets will be applied automatically, so if you add an entire block to visual contents (be aware this will impact performance), you don't have to do anything else to make the block appear normal.
however, this doesn't apply when transforms are used, effectively locking vis contents to a *1 scale.
Ideally, vis_contents would allow custom offsets, but perhaps making the offsets based on the atom with the vis_content's scale would work as well. I'm not quite sure how it works internally - so I can't really provide any suggestions on the matter.
Jun 19, 11:10 pm
Login to reply.