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.
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.
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
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.
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
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
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
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
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
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
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
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
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
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