27 Commits
Author SHA1 Message Date
Atrik 68d8604c51 Do not follow rally point commands for observers
When observing a player with camera follow enabled, the camera would
jump to newly trained units as they executed their
rally point commands, which were just rendering the "Follow Player"
feature frustrating.
2026-04-22 10:19:44 +02:00
Atrik 0171a58f26 Handle empty Auras reference in checkrefs 2026-04-17 12:32:08 +02:00
Atrik eb2ff98883 Display aura range overlay during building preview
Fixes #8868
2026-04-17 12:32:08 +02:00
Atrik 17b9b6af2a Remove trainer from wagon
This was creating an entity that had a trainer component
without production queue. Which is hazardous.
2026-04-07 10:55:50 +02:00
Atrik 73f7884b4a Fix oversight from 832501fc9b and b93634fb28
When merging twin formations, the calls to AddMembers()
and RemoveMembers() got inverted. RemoveMembers()
calls UnsetFormationController() on each member, which overwrites
the formation controller reference just set by AddMembers() to
INVALID_ENTITY.
2026-03-23 14:50:12 +01:00
Atrik 6f645fa48f Fix formation ordering oversight
Fixes #8827
2026-03-13 22:59:59 +01:00
Atrik 56107e4e39 Fix formation controller flag reset during patrol
0ace1b44b2 added setting some animation into a controller state,
but formation controllers don't have any animations.
Probably some code intended for individuals has been copied there
by mistake.

This likely caused the visual system to reevaluate the actor somehow
because the animation didn't exist.

Fixes #8817
2026-03-13 12:22:31 +01:00
Atrik adb435b405 Fix inconsistent chat line spacing
Chat lines with different text heights were being positioned incorrectly
because each line's position was calculated using its own height rather
than the cumulative height of all previous lines.

This caused overlapping text and inconsistent vertical spacing when
messages had varying font sizes or line counts.

Now properly track cumulative height as we iterate through lines to
ensure each message appears at the correct vertical position regardless
of individual line heights.
2026-02-21 08:48:17 +01:00
Atrik 0ad6d36049 Fix Trainer-ProductionQueue sync OnOwnershipChange
Use ProductionQueue.RemoveItem() instead of direct StopBatch() calls
to ensure both components stay in sync when entity training lists
change due to ownership changes.

Fixes #8691
2026-02-17 16:07:24 +01:00
Atrik 498e7c896a Remove non-existent animation variant references
Fixes #8676
2026-02-04 11:05:07 +01:00
Atrik 99e3799883 Fix formation reshuffling after entity rename
When entities in formations were renamed (e.g., during promotion),
the formation would immediately recalculate all member positions,
and queue movement orders causing visible shuffling.

Changes:
1. Transfer existing offsets movement to the renamed entity
   to maintain current formation structure
2. Schedule offset recalculation for the next tick to allow proper
   reordering after all systems have updated

This preserves formation integrity during renames while allowing
eventual optimal position recalculation.

Fixes #8656
2026-02-04 11:05:07 +01:00
Atrik 6cdbdae87c Add tolerance to offset destination checks
The 0 tolerance to prevent the "waltzing" that was set before this
cannot happen anymore as we now since check for being at destination
before sending a move request in UnitAI. Adding a new small tolerance
now prevents some small movement adjustments of formation members
near their destination.

Fixes #8592
2026-02-04 11:05:07 +01:00
Atrik 8e15b9c000 Fix unit acceleration reset on upgrade
Fixes #7625
2026-02-04 11:05:07 +01:00
Atrik fb1c0d2a82 Fix renamed entities on TurretPoint
Some units would retain an undue HeightOffset after renaming
while being on a TurretPoint.

Fixes #8651
Fixes #2004
2026-02-04 11:05:07 +01:00
Atrik 68e625ab7a Fix errors if promoted units change attack range
While in combat, if units are promoted and the promotion results
in a change in their attack range, this could trigger some errors
as 'this.template[type]' had a chance to be undefined when performing
a 'RepeatRangeCheck'.

Fixes #8670
2026-01-29 11:47:16 +01:00
Atrik 2735cdc156 Add unit tests for multi-level class sorting 2026-01-23 17:20:11 +01:00
Atrik be2de39238 Use multi-level sorting in the default formation 2026-01-23 17:20:11 +01:00
Atrik 065ecdbdf8 Implement level class sorting for formations
Add support for multi-level priority sorting of entity classes
in formations.

fixes #7547

Change formation template's default sorting order
using multi-level sorting.

fixes #6873
2026-01-23 17:20:11 +01:00
Atrik f856565de9 Add formations paths to UnitMotionDebugOverlay
Formation controllers now display their movement paths when enabling
UnitMotion debug overlay.

Key changes:
- Formation controllers show long paths in blue and short paths in green
- Formation controllers path are rendered if selecting
  some of the formation's members
- Prevent the gui from making redundant calls to SetMotionDebugOverlay

Existing limitations (not regressions):
- Paths are often cleared before entities complete them
- Formation members have short paths that rarely get rendered
2025-12-29 14:30:14 +01:00
Atrik d14ee373bf Remove PostMessage for transitions IDLE to IDLE
Co-authored-by: @Vantha

Add 'isIdleConfirmed' flag to distinguish between
entering IDLE state and being confirmed idle.
Only send 'MT_UnitIdleChanged' messages after the
100ms timer elapses while still idle,
preventing spurious notifications for units
that instantaneously enter and leave IDLE.
This prevent the GUI to display a flickering idle count
in most cases, for example.

Refs : #8591
2025-12-18 10:22:27 +01:00
Atrik a670656212 Add Atrik to Programming Credits 2025-12-18 10:22:27 +01:00
Atrik 0f58a8511c Add a test for IsRearrangementAllowed 2025-12-18 10:22:27 +01:00
Atrik 45fd632cef Add a test for AttemptObstructionMitigation 2025-12-18 10:22:27 +01:00
Atrik b98e7f3b5b Fix formation combat stop command bug
Remove the ResetIdle method that was causing issues with the
'Stop units' command in formation combat

The method was originally added to prevent formation members
from appearing idle during patrol waypoints, but formation
controllers or its members no longer enter idle states
even without it

The ResetIdle method was sending MT_UnitIdleChanged messages
causing formation members to bug when using stop commands

Fixes: #8546
2025-12-18 10:22:27 +01:00
Atrik be6670df89 Add a test for GetClosestMemberFunctions 2025-12-18 10:22:27 +01:00
Atrik 06c40946eb Simplify calls for moving units into formation
Co-authored-by: @Vantha

Centralize all calls to move units into formation in UnitAI
Allowing additional checks to be done
before calling members to reform formation

Fixes : #8545

Revised Formation methods and when they do call
on reforming formation

Fixes : #7328

Don't order formation members to go to a point
if the controller is stuck
Instead make the controller jump to the member
who is closest to the destination

Fixes : #8543

Correct 'filter(member)' instead of 'filter(ent)'
in GetClosestMemberToPosition (ex GetClosestMember)

Fixes :	#5120
2025-12-18 10:22:27 +01:00
Atrik 426693ebef Default hotkeys changes
Reassign 'Toggle mouse grab' to F3 to avoid conflicts with gameplay hotkeys

Unassign 'Show status bars' often toggled by mistake by new players and confused for a selection bug

Assign 'Bird eye view' to Shift+Tab
2025-11-26 16:42:18 +01:00