Follow-up Comment #4, bug #11739 (project wesnoth):
Initial bug report already show a way to reproduce it with mainline
animations. Posting a screenshot trying to show it. Note that since it
doesn't invalidate south-east hex, it also causes the lingering bow to be
draw on top of unit's bar (or other things if it was big enough), but fixing
the invalidation will clear this too.
An easier way is probably to replace one frame by a 72x72 white square, with
other frames being 72x72 too (to avoid that they clear the glitches). I think
it should draw 4 lingering triangles.
An easy fix could be to remove the optimization, and maybe use a trigger to
manually reactivate it when possible. Specially for standing frames, because
if not, we will have a lot of chain reaction of invalidation (pack of
standings units is very common, each tiny move will cause an update of the
whole thing and since there is often a animated flag nearby...)
A possible way is a new WML key for the frame, and/or with some convention
like standing animation use it by default. And as said in #1, a hack makes
this already possible with the current engine by using 73x72 frame, but
that's not handy enough to make a convention with this.
Btw, I just notice it now, but it's probable that it also causes the
necromancer's staff glitch (mouse highlight the hex where the staff is,
erases a bit of it). Need to check again the code to be sure that it's the
same bug but that's an easy test.
(file #4793)
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