this would be easy to fix:
just add
if(colorPickingSelection && unit->getCurrSkill()->getClass()==scDie) {
continue;
}in renderer.cpp Renderer::renderUnitsFast ( line 7731 ).
--- a/source/glest_game/graphics/renderer.cpp
+++ b/source/glest_game/graphics/renderer.cpp
@@ -7728,6 +7728,10 @@ vector<Unit *> Renderer::renderUnitsFast(bool renderingShadows, bool colorPickin
visibleUnitIndex < (int)qCache.visibleQuadUnitList.size(); ++visibleUnitIndex) {
Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
+ if(colorPickingSelection && unit->getCurrSkill()->getClass()==scDie) {
+ continue;
+ }
+
if(renderOnlyBuildings==true && unit->getType()->hasSkillClass(scMove)){
continue;
}
But we seriously need something to render the units in the right order...