ClassicAPI's texture dimension gate lifts the two limits the sheet layout was
built around. A sheet skinnier than 16:1 drawing nothing was never a client
rule -- VanillaHelpers grew the texture recycle pool to 6x6 but left the index
stride at 5, so a 32x1024 strip collided with a 64x32 bucket and was handed
back the wrong texture. And power-of-two is no longer required, since the gate
grows the decode scratch to fit.
So a run wraps into columns only when it outgrows the scratch at 32 frames, and
a sheet is sized to its frames exactly: 20 frames is a 32x640 strip rather than
64x1024. The 128 frame budget is unchanged, and older sheets still play -- the
animator reads the column count off the sheet.
A texture skinnier than 16:1 draws nothing at all. Confirmed in-game with
one crop shape across two sheets: ratJAM (32x512) renders, modCheck
(32x1024) is blank. The earlier 2048 repack fixed those sheets by accident
- two columns took them from 64:1 to 16:1, not by getting under the 1024
cap as its commit message claimed.
Twenty-seven sheets were still at 32:1 and had never rendered: modCheck,
meow, BOOBA, rooRave, Aware, Thinkge, alert and the rest. All repacked to
64x512, same frames in the same order, with their crops and metadata
updated. Verified across all 112 animated sheets: none over 1024 or
skinnier than 16:1, declared sizes match the files, frame counts fit their
grids, and every repacked frame still matches what its sheet held at that
index.
add_emote.py learns the same limit, and resamples the source timeline at a
constant rate instead of expanding holds into repeats: a hold repeats, a
source faster than the ~30fps ticker drops frames, and the loop keeps its
duration either way. blobDance is 50fps at source, so the old code stretched
its 0.74s loop to 1.23s.
Also drops the atoi note from BuildFrameString - ParseField uses atof and
tolerates decimals, so that was never the failure it described.
The source emote is 158 frames at 25fps, a 6.32s loop; this sheet holds 60
of those frames but kept a framerate of 15, running the loop in 4.0s.
A fractional rate would have matched it exactly, but the engine splits the
|T payload on ':' and atoi's each field, so a coordinate carrying a decimal
point truncates and crops the wrong rect - the emote renders as the whole
sheet squeezed into its box. The animator now formats the payload with %d
so the frame math can never leak a float into it, and the rate stays a
whole number: 10fps, a 6.0s loop.
The client caps a texture at 1024px in either dimension - nothing in its
own art exceeds it - and squeezes anything larger on load, so every 32px
crop of a 32x2048 sheet landed between frames and the emote rendered as a
stretched smear scrolling vertically. catJAM, pedro, goinginsane, HUHH,
Kiss and Awoken are now 64x1024, the same frames laid out row-major
across two columns.
The animator derives the column count from imageWidth / frameWidth, so
single-column sheets produce the same crop they did before. Fixed the
frame-0 crops in the autocomplete popup and the stats screen, which
hardcoded the full texture width.
Also: HACKERMANS is a single 32x32 frame on disk but was declared as 11
frames of 32x512, which rendered it as the same kind of sliver; it is now
a static icon. Dropped the shadowed duplicate RIPBOZO metadata entry.
Animate multi-frame sprite-sheet emotes (e.g. :meow:) using ClassicAPI's
extended |T texcoord-crop escape, across every context.
- TwitchEmotes_animation_metadata (per-sheet frame layout) added to
Emotes.lua; animated emotes' base entries cropped to frame 0 so any
un-animated context shows a clean first frame, not the whole sheet.
- TwitchEmotesAnimator.lua: ~30fps ticker advancing the current frame in
chat lines, the autocomplete popup, dropdown menus, chat bubbles, and
the stats screen (featured icons + ranked lists).
- Re-converted sprite sheets to uncompressed, unflipped, native
dimensions (1.12 cannot decode RLE TGA); fixed Clap.tga which was a
single 32x32 frame.