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Will update if I figure anything else out
Note that even when the exceptionLog is not generated there is still the consoleLog.txt file that can help.
I fixed a related issue in v3.0.4. But that one only happened when just-in-time merging was disabled and the caching / merging was too slow. You warped before the texture was ready.
logs and stuff: https://discord.com/channels/291184728944410624/431534164932689921/1359235972029612063
teleported myself around to the other rooms that I noticed the issue in fetid glen and salination but the rest didn't have it anymore. I'll go back with just in time merging off and see if that helps
Console log pastebin [pastebin.com]
Thanks for your patience in helping us!
Edit: Stretch glitch[i.imgur.com] got a screenshot from another region that shows it happening much more clearly. The effect seems too be proportioned much larger than it should be.
From the consoleLog:
SBCameraScroll: The warp room WTDA_B10 is blacklisted (for now). Try to change screens as a workaround.
This room was stretched?? This sounds like the case that I tried to address in v3.0.4.
Context:
If this behaves as intended then: This room would not be stretched. Instead, you get the vanilla camera (i.e. the room is blacklisted) until you change screens, then the merged texture is ready and can be used. The camera should not scroll until then.
This is intended to be a one-time workaround.
My guess is that this is shader bug. This is probably some Watcher shader that I need to modify.
Actually, this does not make sense. B10 is not a warp room. Hm.. You also entered from the right in the image. But the warp portal is on the left.
How did you do this (step-by-step)? Did you create a warp portal using the watcher ability?
(Note: Use just-in-time merging if not done already. I will only keep that option from the next update onwards. And in the meantime any issues resulting from disabling just-in-time-merging will be ignored.)