Opened 8 years ago
Closed 4 years ago
#4025 closed defect (fixed)
Walk animation not triggered if a units starts and ends the walk in the same turn
Reported by: | elexis | Owned by: | |
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Priority: | Nice to Have | Milestone: | Alpha 24 |
Component: | Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
Reproduce: Order a unit to walk a very short path. It will be moved but there is no walking animation.
The longer the turn length, the more apparent it becomes. Even with 200ms turns it is visible.
Maybe the CCmpPoisition
component which animates the units positions on receive of CMessageInterpolate
could trigger the walking animation if the unit is in its walking animation at the start and end of the turn (but with changed positions).
(Reducing the turn length isn't a magic bullet to cover up this bug, since a 200ms ping and a shorter turn length will mean the game will be paused for the temporal difference).
Change History (2)
comment:1 by , 5 years ago
Component: | UI & Simulation → Simulation |
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comment:2 by , 4 years ago
Description: | modified (diff) |
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Milestone: | Backlog → Alpha 24 |
Resolution: | → fixed |
Status: | new → closed |
Fixed, likely by r22446.
Move tickets to
Simulation
asUI & Simulation
got some sub components.