View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0019789 | AI War 2 | Graphical Bug | Jul 17, 2018 9:00 pm | Jul 20, 2018 10:23 am | |
Reporter | RocketAssistedPuffin | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.750 My Friend The Marauder | ||||
Fixed in Version | 0.754 Shifting That Furniture | ||||
Summary | 0019789: Multiple forcefields causing some to appear inactive | ||||
Description | Found this while trying to make a Shieldbearer unit, but even normal forcefields cause it, with none of this unit existing. Image attached has three forcefields, but only two appear active. EDIT: Cleaned my game up of my meddling, bug is still there exact same. | ||||
Tags | No tags attached. | ||||
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I think I saw this the other day, but units were firing at it, so I wasn't sure. I think moving the camera closer or farther away made it appear again, but if I went back to the original zoom level, it would disappear. Eventually it visually came back once the forcefield decreased in size. |
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Yes, I got that too. Camera movement affects which ones are active. |
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I've made a lot of adjustments to these in the next version. Please let me know if you see these in 0.751 or higher. If so, a savegame would be appreciated. Thanks! |
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Bug still here, but it seems to be...better, when you have a *lot* of them (such as in my Ghetto Shieldbearer pictures; those are just fighters with low granularity and given shield defenses instead. Before this update you'd only get about two, three appearing, now you get a lot more). However, as in the original image, managed to get 1 out of 3 normal forcefields to break. Pictures and save attached. |
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Thanks! * Fixed an issue where some would blink out of existence at various camera angles if you had multiple forcefields on one planet. This had to do with the GPU instancing being enabled on them, and something in the culling and instancing logic (these use MeshRenderers, not DrawMeshInstanced) going bonkers. There are few enough of these, and they need to be z-sorted anyhow, so we just disabled instancing and they each take one draw call. ** This is a reminder not to have dozens and dozens of shields on one planet in this game; shieldbearers were always a kludge in the first game, but they're EXPENSIVE on the GPU as well as CPU calculations (for collisions, etc). When there are a dozen or less or so, the expense is pretty minimal, but having 100 would be a bad idea, in short. |
Date Modified | Username | Field | Change |
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Jul 17, 2018 9:00 pm | RocketAssistedPuffin | New Issue | |
Jul 17, 2018 9:00 pm | RocketAssistedPuffin | File Added: 20180718015750_1.jpg | |
Jul 17, 2018 9:05 pm | RocketAssistedPuffin | Description Updated | |
Jul 18, 2018 12:00 am | Ovalcircle | Note Added: 0047914 | |
Jul 18, 2018 6:44 am | RocketAssistedPuffin | Note Added: 0047915 | |
Jul 19, 2018 3:55 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jul 19, 2018 3:55 pm | Chris_McElligottPark | Status | new => feedback |
Jul 19, 2018 3:55 pm | Chris_McElligottPark | Note Added: 0047945 | |
Jul 19, 2018 6:41 pm | RocketAssistedPuffin | File Added: ShieldVisualTest1.png | |
Jul 19, 2018 6:41 pm | RocketAssistedPuffin | File Added: ShieldVisualTest2.png | |
Jul 19, 2018 6:41 pm | RocketAssistedPuffin | File Added: ShieldVisualBug.save | |
Jul 19, 2018 6:41 pm | RocketAssistedPuffin | File Added: ShieldVisualBug.savemet | |
Jul 19, 2018 6:41 pm | RocketAssistedPuffin | Note Added: 0047969 | |
Jul 19, 2018 6:41 pm | RocketAssistedPuffin | Status | feedback => assigned |
Jul 20, 2018 10:23 am | Chris_McElligottPark | Status | assigned => resolved |
Jul 20, 2018 10:23 am | Chris_McElligottPark | Resolution | open => fixed |
Jul 20, 2018 10:23 am | Chris_McElligottPark | Fixed in Version | => 0.754 Shifting That Furniture |
Jul 20, 2018 10:23 am | Chris_McElligottPark | Note Added: 0047985 |