Why changing animationloops

I wonder why motivated the change for animation loops not accepting nil instead of image tables?
I have nil arguments in animation loops all over my code. This kind of fundamental change on how a function works is fairly disruptive.

This change was made because passing nil for the imageTable argument would result in unexpected behavior. For example, the .frame argument would always return 1.

However, if you were finding it useful to pass nil maybe there is a way we can continue to make that work! I am probably not properly understanding the use case. Without passing an image table, how does the loop know how many frames to loop over?

If you have code examples you could share that would be helpful.

In the meantime, you should be able to grab a copy of the CoreLibs file from a pre-2.7.2 SDK and use that to have your code continue working.

I’m very surprised you say the frame argument always returns one. I’ve been using animation loops with nil passed instead of the image table and frame always returned the correct frame value. The way I’m using this is for instance when having the same animation for an icon flashing when selected, I share the same animation loop for as many icons as I have, since two can never be animated at the same time.
The idea for me was that I figured why updating 50 animation loops for 50 icons when all will animate the same way.
I use one and simply use the frame value to get the image to draw in whatever icon image table i want to draw at that moment.
As for the number of frames, I simply write the value in endFrame. I realize it may not be conventional but since you offered the nil option and explained that endFrame is read/write in the documentation , it seemed like it was the way you guys imagined it working when someone just wants a shared frame counter over multiple image tables.
But I can use the new way too. I’ll simply pass one image table for one of the icons and use the same animation loop for all of them, simply getting the frame argument to draw the correct frame in the image table of the icon I want to draw, instead of calling draw on the animation loop itself.
My message was that I was surprised you would change something after so many years. It’ll be a lot of search/replace form me, but I guess that can work.