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Locomotor cache should handle custom layers #17032

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merged 1 commit into from Sep 9, 2019

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commented Sep 1, 2019

Fixes #17031

@teinarss teinarss added this to the Next Release milestone Sep 1, 2019

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commented Sep 2, 2019

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commented Sep 7, 2019

Any progress here @teinarss?

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commented Sep 7, 2019

@teinarss teinarss force-pushed the teinarss:locomotor_cache_custom_layers branch 2 times, most recently from 1cd0f13 to 4fe9449 Sep 7, 2019

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commented Sep 7, 2019

Upadated. Added a new interface IWorldPostLoaded (Name can be debated) but the purpose is to have a point where we know that the world is completely loaded. In this case the custom movement layers.

Also im using this interface in my prototype for a fix on #5908

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commented Sep 7, 2019

the purpose is to have a point where we know that the world is completely loaded

In previous cases we have handled this either by using Requires<TInfo> if we need to be loaded after a specific trait type, queueing a FrameEndTask if we need to do something after everything else (that didnt run after us and queue its own FrameEndTask), or both.

@teinarss teinarss force-pushed the teinarss:locomotor_cache_custom_layers branch from 4fe9449 to a0ab610 Sep 7, 2019

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commented Sep 7, 2019

Updated

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pchote approved these changes Sep 8, 2019

@pchote pchote added the PR: Needs +2 label Sep 8, 2019

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tovl approved these changes Sep 9, 2019
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Fixes jumpjets, subterranean units and tunnels as well. 👍

@abcdefg30 abcdefg30 merged commit d712bde into OpenRA:bleed Sep 9, 2019

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commented Sep 9, 2019

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