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UI issue during enemies turn probably related to reachmap #2197
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if you turn down accelerated sppeed really slow you can reproduce it better, you also need 'follow unit actions' activated: whiel the screen scrolls to the enemies leader the whole maps becomed covered with a reachmap overlay. (that doesn't disappear properly after the scrolling has finished) |
ok i looked a bit at the code and what i think i happening is:
For now imm assignig tis to @AI0867 who made 38e9c55 which changes the appearanc of hexes ithout invalidating them. thi part coudl maybe be fixed by making all cursor changes call display::invalidate_all But i also think that the fact that the reach map is shown while the map scrolls to the leader is somethign unexpected, and should be corrected. |
Okay, so I gather that the problem is that between AI turns, the reachmap is drawn, and then left there during the latter AI turn. Looking at the original requirements in GNA #16350, depending on the cursor seems a bit of a hack. Also, the reachmap (among other things) should probably be cleared when we enter such a state. |
Can reproduce it with the fix and the above. |
For the TSG test case: works best if I keep clicking the unit while the fight, until the [message] appears. |
during the enemies turn it often looks like this, to repdoruce it seems to be requires that you clicked one of your won units shortly before the enemies turn began.
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