Parallel filter animations misbehaved in some cases.
BYOND Version:513.1506
Operating System:Windows 10 Home 64-bit
Web Browser:Chrome 79.0.3945.88
Applies to:Dream Seeker
Status: Resolved (513.1507)

This issue has been resolved.
Descriptive Problem Summary:
If you animate multiple filters simultaneously, they will "jump" before and after the animation.

It seems like the thing is mixing up which filter is which when animating or something

Numbered Steps to Reproduce Problem:
1. put some filters on something
2. animate them

Code Snippet (if applicable) to Reproduce Problem:
for(var/f in filters)
var/dm_filter/F = f
animate(F, x = F.x + rand(-50, 50), time=10, flags = ANIMATION_PARALLEL)

Expected Results:
no jumping

Actual Results:

Does the problem occur:
Every time? Or how often?
In other games?
In other user accounts?
On other computers?

When does the problem NOT occur?
when only one filter is being animated

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit to download old versions for testing.)

dont animate multiple filters at the same time i guess

Any chance you can share the test case you were using, or even some pared-down version of it? I think it would help to make sure we were on the same page regarding type of filter and all that, not that I think filter type is likely to play much of a role in this bug. 666753394387582976/

press the "FUCK" button, type in a number like 5 first to make the screen not black
I need the source for the test project, not the compiled files.
Thanks. I'll look into it. If you have one for the asterisk issue for render_target too that'll help.
Moved this to Bug Reports because this isn't strictly a 513 issue as it turns out. It appears the parallel animations are the only ones having the issue.

This is a tricky fix so I'm still looking into it.
Lummox JR resolved issue with message:
Parallel filter animations misbehaved in some cases.