Opened 7 years ago
Closed 7 years ago
#1007 closed defect (fixed)
commands fx gl.UnitShape doesn't fade
Reported by: | Bluestone | Owned by: | beherith |
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Priority: | minor | Milestone: | BAR Beta release |
Component: | BAR | Version: | |
Keywords: | Cc: |
Description (last modified by )
the fith argument 'opaque' controls the alpha, but it seems the only choices are true -> 1.0 alpha, and false -> 0.5 alpha
they are meants to fade with the same alpha as the lines do (as the now ineffectual gl.Color call immediately above them suggests, and i failed to persuade them to obey gl.Blending)
Change History (9)
comment:1 by , 7 years ago
Description: | modified (diff) |
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comment:2 by , 7 years ago
Milestone: | → BAR Beta release |
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comment:3 by , 7 years ago
comment:4 by , 7 years ago
gui_commands_fx
give a few build orders, and then queue move orders after it - as you give a move order it will show the queued buildings, which should fade gently away (and do in 100) but now don't
comment:5 by , 7 years ago
Is gui_commands_fx supposed to show buildings queued up by allies? If not, is that feature planned/existing in another widget?
comment:7 by , 7 years ago
Commands fx should already show build orders by allies, in the same way as all other orders given by allies.
comment:8 by , 7 years ago
https://springrts.com/mantis/view.php?id=5142
(also: controlling the alpha so as it never falls below a given value while the unit is selected, doesn't work because the gl.UnitShape version differs from the version rendered in the engines own build q).
comment:9 by , 7 years ago
Resolution: | → fixed |
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Status: | new → closed |
Which widget should I test/debug this with in your opinion?