Known Issues¶
The following are known issues with the current version of SplashEdit and psxsplash. Pull requests are welcome for any of these - the project has grown significantly and contributions are greatly appreciated.
Rendering¶
Exterior scene BVH rendering is very broken¶
The Bounding Volume Hierarchy culling system for exterior scenes needs a full rewrite. Use Interior scene type with rooms and portals whenever possible.
BVH preview visualization is broken¶
The BVH preview toggle in the Scene Exporter inspector does not display correctly. The Rooms/Portals preview works fine.
Polygon subdivision stitching issues¶
When polygons are subdivided to fit within the PS1's rasterizer limits, seams can appear between subdivided pieces.
Fog not working correctly¶
Distance fog is implemented but has visual issues in certain configurations.
PSX UI images overblown with white tint¶
Using a full white tint (255, 255, 255) on PSXUIImage elements causes washed-out, overblown colors. Use a tint around 128, 128, 128 for normal appearance.
Portal visibility at close range¶
When standing directly in front of a portal, the connected room may not render correctly. The portal screen-rect calculation has issues at very close distances.
Scene Setup¶
Interior scenes need at least one room defined¶
If you set the scene type to Interior but don't add any PSXRoom components, rendering glitches will occur. Always define at least one room volume.
All geometry must be enclosed in rooms¶
In interior scenes, geometry not contained within any PSXRoom volume goes to a catch-all bucket that's always rendered. Make sure room volumes fully enclose all visible geometry.
Textures must be power-of-two¶
All textures must be power-of-two in both width and height, with a maximum size of 256x256. SplashEdit does NOT validate this - incorrect textures produce broken results silently.
Physics & Navigation¶
Jumping is visual only¶
Player jumping currently has no collision interaction with the environment. The player moves up and down visually but does not interact with platforms or ceilings.
Nav Cell Height setting is broken¶
The Nav Cell Height parameter on PSXPlayer does not work correctly. Leave it at the default value.
Rotating objects doesn't update collision bounds¶
Rotating objects via Lua does not recalculate their AABB (axis-aligned bounding box) collision bounds. The collision volume stays in the original orientation.
API Limitations¶
Camera API overridden by navigation controller¶
In scenes with a PSXPlayer and navigation regions, the navigation controller continuously overrides camera position and rotation. The Camera API is primarily useful during cutscenes.
Camera.LookAt is incomplete¶
The Camera.LookAt() function exists in the Lua API but is a placeholder. It does not correctly point the camera at the target position.
Camera.GetRotation always returns¶
Rotation decomposition from the internal matrix representation is not implemented.
Persist storage limited to 16 entries¶
The cross-scene persistent data system supports only 16 key-value pairs. Exceeding this limit silently fails with no error.
Memory report is very approximate¶
The memory preview in the Control Panel is very limited and approximate. Do not trust the numbers as accurate. A safe margin is when it shows around 50%.
Platform¶
Can get a little moody on Linux¶
Some editor functionality may behave inconsistently on Linux. The primary development and testing platform is Windows.
No macOS support¶
SplashEdit does not support macOS. The developer does not have a Mac to develop and test on.
Build Pipeline¶
PCSX-Redux startup logs may be missed¶
When launching the emulator from the Control Panel, Unity can hang briefly during the process launch. Early console output from PCSX-Redux may be lost. This doesn't affect gameplay.
Fonts¶
Custom fonts can have character cropping issues¶
Individual characters in custom bitmap fonts may appear slightly cropped or cut off.
Internal¶
Navigation code is a mess¶
The navigation mesh generation system works but the internal code quality needs improvement. A rewrite is planned.
Default ISO license shows "Made with psxsplash"¶
When building an ISO without a custom license file, the default license displays "Made with psxsplash" on boot. Provide your own .dat license file in the build settings to override this.