Author Topic: [fixed] Phantom cancel button  (Read 1400 times)

silnarm

  • GAE Team
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
[fixed] Phantom cancel button
« on: 24 September 2010, 04:57:42 »
This is fixed, but I was trying to explain what it was to titi on IRC, and failed, a picture says a thousand words ;)


Glest Advanced Engine - Code Monkey

Timeline | Downloads

ultifd

  • Airship
  • ********
  • Posts: 4,443
  • The Glest Video Guy :) The one and only. :P
    • View Profile
    • My Youtube Channel
Re: Phantom cancel button
« Reply #1 on: 24 September 2010, 06:01:48 »
Hmm, weird, I never had that problem.

tomreyn

  • Local Moderator
  • Airship
  • ********
  • Posts: 2,764
    • View Profile
    • MegaGlest - the free and open source cross platform 3D real-time strategy game
Re: Phantom cancel button
« Reply #2 on: 24 September 2010, 17:22:33 »
Nor did I, or I just don't remember. Thanks for the fix, though!
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

· · · How YOU can contribute to MG · Latest development snapshot · How to build yourself · Megapack techtree · Currently hosted MG games · · ·

claymore

  • Guest
Re: Phantom cancel button
« Reply #3 on: 28 October 2010, 17:35:02 »
Bump. Seems to have returned in svn at some point.

EDIT: Softcoder has fixed it already!
« Last Edit: 28 October 2010, 18:30:48 by claymore »

softcoder

  • MegaGlest Team
  • Battle Machine
  • ********
  • Posts: 2,239
    • View Profile
Re: Phantom cancel button
« Reply #4 on: 28 October 2010, 19:07:37 »
The main problem here is that units seem to always have a command and the code only wants to NOT show the cancel command if there are no commands in the units queue. I fixed this now in MG but checking the selected unit command queue and if it ONLY has a stop command then the cancel icon will not show. This only works on individually selected units, i left the code in there to keep the cancel command for multi-selected units for now.

The change was done in rev 1172.