While testing some new stuff in-game{In html5 preview and arcade}, I kept consistently getting crashes when an enemy used interpolate set beyond 360.
It was a new "spin" gimmick when hit with an attack with "high impact". I decided to record to show what I meant. The crash occurs often, but not always, when multiple enemies are hit and start to use the interpolated spin. I've never seen a crash happen so consistently before, it's always only with the rotation interpolate.
The interpolate is self.rotation going to 2160 in 0.6 seconds. {Anything greater than 360 causes another rotation, thus I used a multiple of it for multiple spins.}
I've set the video to start at 4:12, the crash occurs at 4:18.
Is this a bug or am I putting to much strain on the system? Would it be safer to just use rotation? {At least for me, it require a self.integer or rule limit to achieve the same thing a single interpolate can. Is there a "mathematical" way to achieve this by inputting some expression in the editor or into rotation behavior that causes something to spin for a set amount?
As for the interpolate, should I report the crash as a bug, or is it just a limitation(like how the maximum graphic size is 2048?)
It might just be my computer or the new build, though. I just recently put in a slower drive to run the OS as the main drive stopped working. I'm gonna test on android soon, if it crashes there, then it might be a system limitation I'm breaking.
EDIT: On Android, it causes immense stuttering then recovers rather than crashing at those moments, and is triggered when two actors attempt to interpolate spin. Perhaps interpolate is best left for other things, I should go with regular rotation behavior and see how that goes.