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Fix visibility caching for moving units #16953

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merged 2 commits into from Aug 23, 2019

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commented Aug 17, 2019

Visibility is calculated based on world position, but was cached based on cell. This meant that actors visiblity was always lagging behind, based on its position just after it started moving from its last cell.

This is a clear cut bug, even if it does create arguably interesting gameplay experience. The fact that we have multiple issues complaining about the current visibility behaviour suggests that the experience is not desired.

This PR forces the visibility to be updated ~4 times within each cell move, and again to refresh the final state once the actor has stopped.

Fixes #16952
Fixes #16334

Suggested changelog:

Fixed unit visibility lagging behind their current position. [#16953]

@pchote pchote added this to the Next Release milestone Aug 17, 2019

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commented Aug 17, 2019

AffectsShroud must explicitly implement the interface member INotifyMoving.MovementTypeChanged
CreatesShroud must explicitly implement the interface member INotifyMoving.MovementTypeChanged
RevealsShroud must explicitly implement the interface member INotifyMoving.MovementTypeChanged

@pchote pchote force-pushed the pchote:fix-moving-visibility branch from 79e84e7 to ba98375 Aug 17, 2019

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commented Aug 17, 2019

Fixed.

@abcdefg30 abcdefg30 merged commit d5f42c0 into OpenRA:bleed Aug 23, 2019

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commented Aug 23, 2019

@pchote pchote deleted the pchote:fix-moving-visibility branch Aug 26, 2019

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