ID:2429406
 
Applies to:
Status: Open

Issue hasn't been assigned a status value.
Delete this.
Technically this can already be done via JavaScript. It can already be done via DM, but JavaScript runs client-side, so it's much smoother and not affected by network lag, like animate().

It might be a lesser-known feature that JavaScript can be used to modify skins client-side, but it's documented in the "Winset and Winget via JavaScript" section of the Skin Reference found under the Help menu of Dream Maker.
What the fuck is a "lerp".
He means "move towards", "lurch" , "inch towards".
google says its short for "Linear interpolation". The term larp is used exclusively in computer graphic circles and otherwise has no mainstream use.

@Ultimate 2016

Using random shortenings of phrases in a forum post is the easiest way to ensure nobody understands your forum post.

When constructing a forum post, be sure to re-read it back and analyze what context you are relying on to understand the post, and consider how likely your intended audience has that same context. Its generally best to at least fully spell out such terms on the first use, and use the shorthand only on further uses.
In his defense besides the term "lerp" he went into detail enough to get his point across, this would be a nice feature, if anyone with enough know-how still used interface bars lol
Who hasn't heard of the term lerp being used when talking about animations? It's a perfectly appropriate term to use for this discussion.

Lerp/lerping/linear interpolation/linearly interpolating is incredibly commonly brought up when talking about smooth animations. It's the simplest way to fill in frames between keyframes; by linearly interpolating values between them based on the amount of time passed. There are other interpolation methods, but linear is the simplest.

Tile/pixel gliding is a lerp from one tile to the next. Any motion with a constant speed in a given time can be calculated with a lerp from the start point to the end point over that given time.

animate() defaults to lerp, aka LINEAR_EASING.

proc
lerp(a, b, t)
return a * (1 - t) + b * t


Lerp is also sometimes used for exponential decay toward a value, which starts fast and ends slowly (theoretically it never ends because it just keeps getting slower).
// Set x to halfway between x and y.
x = lerp(x, y, 0.5)


You can find many examples of the above by simply googling lerp animations:
https://www.google.com/search?q=lerp+animation