s&box/field-guide
tag

#wrong-render

9 items (9 fixes)

fixes
26.07
"Flex-grow track with a percentage-width child causes a layout feedback loop"

A flex-grow slider track holding a normal-flow fill child sized by width:N% balloons wider as the value increases — take the fill out of flow with position:absolute.

26.07
"GameObject.Destroy keeps rendering in edit mode — deferred queue not processed between regenerations"

A runtime-generated world root torn down with GameObject.Destroy() keeps rendering in edit mode because the deferred queue isn't flushed — use DestroyImmediate and sweep all matching roots.

26.07
"Greedy voxel mesher produces vertical stripes on cliff faces instead of horizontal strata"

Per-cell dither or contour-wander in a greedy voxel mesher turns cliff skirts into vertical stripes — detect walls and key strata on raw height bands with dither neutralised.

26.07
"Ground snap pops on rolling slopes — rate-limit the downward snap"

An idempotent ground-snap jitters on curved terrain because the slope curves away within each step — ease the downward snap at a bounded glue rate.

26.07
"High-key chalky sky is capped by two defaults — texture AND tonemapping must both change"

A near-white chalky sky stays mid-grey or blue — fixing the sky texture alone isn't enough because the default tonemapping curve crushes highlights.

26.07
"ModelRenderer.Tint on flat-color vmats causes purple/black corruption"

Per-instance Tint on a flat-color vmat (white PNG + g_vColorTint) rotates hue or crushes random instances to black — use scale/yaw jitter instead.

26.07
"Per-cell white noise hash gives salt-and-pepper terrain instead of organic shade patches"

A per-cell white-noise hash for terrain shade choice reads as a 50/50 checkerboard — use a smooth low-frequency noise field instead, confining the hash to threshold-edge dithering.

26.07
"Too many font-size declarations corrupt UI text rendering"

Many selectors declaring font-size in one SCSS file can make text render as solid filled rectangles — carry hierarchy via font-weight/color instead.

26.07
"Whitespace next to a Razor tag or expression boundary collapses to nothing"

Literal spaces adjacent to a tag or @-expression boundary vanish in Razor markup — use a single interpolated string or CSS margin instead.