[0.15.1.0] Overlapping masked faces on workshop models turn solid

I have some workshop models that apply details, usually glowing texture effects, by being mapped on top of a duplicate/adjacent layer of faces.

I am currently unsure if this is for all masked materials, or ones using this method at the moment, but instances of these now result in the select areas turning solid black where it should be transparent.

This always worked fine until very recently.

Steps to Reproduce

Simply use a player model that uses this method for decals/effects

What I expected to happen

Masked layers look normal, with their selected material properties applied

What happened

Empty areas are now solid black instead of invisible.


Notes / Media

Had a friend confirm, they saw the same thing as well.
I have not updated these in any time recently.

Displayed in the editor, as well as some other poor behavior?:


What you should see:
image

What you now see:
image


What you should see:
image

What you now see
image


What you should see:

What you now see:
image

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Interestingly enough we’ve discovered that this doesn’t happen to models that were cached prior to this bug occurring. Niz had a friend with one of the models listed here (Shiny Braixen) cached and the weird shading around the eyes were not present until they cleared the cache and redownloaded the model.

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Unfortunately I got to the bottom of this and it wasn’t insightful to the problem. I was able to find another friend with a working Braixen cached just now, but the files simply dated before masked textures were an option, so they were just set to ‘translucent’ instead of ‘masked’ when I plugged them into the editor to check.

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Coming back to at least confirm that this is 100% indeed affecting masked faces that overlap. I moved the irises just the tiniest bit forward and they work like normal in the editor. Translucent ones have no such issue.

Sorry for the triple-post, but I just got my first complaint about this, so I’m changing the texture property on the two Braixen models for the moment. I wouldn’t use those two to examine this issue further.