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I still haven't gotten a single useful report on how to recreate this issue, so I have been unable to fix it.
we cant give recreation steps, as even on first play, beastmaster's buttons will just go way off to the left whilst staying where they are meant to be visually.
the buttons werre only a little offset to the left this time, but slugcats spawned seem to warp to.. SOMEWHERE. they can be brought back with devtools.
Hi, here are the steps to recreate this bug:
1. Enable BepInEx console if it is not enabled already:
1a. Open C:\Program Files (x86)\Steam\SteamApps\common\Rain World\BepInEx\config\BepInEx.cfg in notepad
1b. Set [Logging.Console] > Enabled = true
2. Start the game
3a. Drag the BepInEx console to a second monitor
3b. Right click the header and set default window position & size on this monitor, so you don't have to drag it there again
4. Make sure the game is configured fullscreen, not windowed. Default resolution 1366*768 is fine.
5. Notice in the console a line that says "[Info : Unity Log] Platform:Awake(): Successfully activated standalone user.". When that line pops up, the game lags for a bit and then continues. When the line pops up, click the console so you freeze the game in that state.
6. When the game is frozen, click the RainWorld window until it becomes white and the "RainWorld.exe is not responding" popup appears.
7. Don't click close, go back to the console and use CTRL+C to cancel the selection. The game now bugs out for a bit before starting up while pixelated.
8. Open any session and check if the BeastMaster menu is usable.
Apparently in step 5 some computers lag enough to cause this bug to appear. The pixelation itself is not cause by BeastMaster, but was introduced in v1.9.*, maybe a RainWorld bug.
Here's a potential fix:
In BeastMaster.ManageSelection(), replace Input.mousePosition with Futile.mousePosition (introduced in v1.9.*).
If this doesn't work, I've made screenshots for every step. I can send those via Discord if you want.
Maybe useful to fix before Watcher comes out. Alternatively you could maybe add the decompiled code to the repository on GitHub so I can create a pull request?
Hope this helps!