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Fix TS harvester and MammothMk2 not rendering #14398

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merged 2 commits into from Nov 29, 2017

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reaperrr commented Nov 21, 2017

Fixes #14395.

reaperrr added some commits Nov 21, 2017

Fix Mammoth Mk2 render bounds
And polish trait internals a little.
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penev92 Nov 22, 2017

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This needs to go into the first playtest since it fixes a major regression that would otherwise be present in that playtest.

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penev92 commented Nov 22, 2017

This needs to go into the first playtest since it fixes a major regression that would otherwise be present in that playtest.

@penev92 penev92 added this to the Next release milestone Nov 22, 2017

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it doesn't affect the shipping mods so strictly speaking it's not a hard requirement, but I agree we shouldn't ship a release with this bug.

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reaperrr commented Nov 22, 2017

it doesn't affect the shipping mods so strictly speaking it's not a hard requirement, but I agree we shouldn't ship a release with this bug.

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First time I've loaded up TS. Jumpjet Inf, Wolverine, Titan, and Juggernaut all don't render.

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Smittytron commented Nov 22, 2017

First time I've loaded up TS. Jumpjet Inf, Wolverine, Titan, and Juggernaut all don't render.

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These are mostly yaml issues, I'll add a Ruleset loading check to avoid these in the future.

With one two exceptions: I don't see why the Jumpjet and Juggernaut don't render, only using CustomRenderSize instead of AutoRenderSize worked for me. The shp bounds themselves can't be the problem (it worked before when AutoSelectionSize was used for render bounds, afterall), so the bug is likely definitely related to handling multiple sprite/infantry bodies on one actor, and RenderSprites.AutoRenderSize.
Maybe some implicit trait order dependency, too. In any case, I can't pin it down so far.

Pinging @pchote for ideas.

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reaperrr commented Nov 22, 2017

These are mostly yaml issues, I'll add a Ruleset loading check to avoid these in the future.

With one two exceptions: I don't see why the Jumpjet and Juggernaut don't render, only using CustomRenderSize instead of AutoRenderSize worked for me. The shp bounds themselves can't be the problem (it worked before when AutoSelectionSize was used for render bounds, afterall), so the bug is likely definitely related to handling multiple sprite/infantry bodies on one actor, and RenderSprites.AutoRenderSize.
Maybe some implicit trait order dependency, too. In any case, I can't pin it down so far.

Pinging @pchote for ideas.

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Note that I don't get the ping when that is edited in after the first submission 😉

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pchote commented Nov 23, 2017

Note that I don't get the ping when that is edited in after the first submission 😉

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The problems with sprite bounds are more complicated, I'll file a separate PR for that so we can get this PR out of the way more quickly.

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reaperrr commented Nov 28, 2017

The problems with sprite bounds are more complicated, I'll file a separate PR for that so we can get this PR out of the way more quickly.

@penev92 penev92 merged commit c48ddbd into OpenRA:bleed Nov 29, 2017

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penev92 commented Nov 29, 2017

@reaperrr reaperrr deleted the reaperrr:fix-voxel-bounds branch Feb 22, 2018

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