View Issue Details

IDProjectCategoryLast Update
0025298AI War 2Bug - OtherJul 16, 2021 4:55 pm
Reporter[SQ UA] k1r0ck Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version3.300 Mapsplosion 
Fixed in Version3.312 Hotfix 
Summary0025298: Units move when moving the camera by "mouse grab"
DescriptionAfter moving the camera by "mouse grab" the order is given to units. That's not a big problem, but annoying.
TagsUI

Activities

[SQ UA] k1r0ck

Jun 19, 2021 6:52 am

reporter  

Player.log (1,545 bytes)   
Mono path[0] = 'D:/Steam/steamapps/common/AI War 2/AIWar2_Data/Managed'
Mono config path = 'D:/Steam/steamapps/common/AI War 2/MonoBleedingEdge/etc'
Initialize engine version: 2019.4.18f1 (3310a4d4f880)
[Subsystems] Discovering subsystems at path D:/Steam/steamapps/common/AI War 2/AIWar2_Data/UnitySubsystems
Forcing GfxDevice: Direct3D 11
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce GTX 1070 (ID=0x1b81)
    Vendor:   
    VRAM:     8088 MB
    Driver:   27.21.14.6140
Begin MonoManager ReloadAssembly
- Completed reload, in  0.116 seconds
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

UnloadTime: 0.723600 ms
Fallback handler could not load library D:/Steam/steamapps/common/AI War 2/AIWar2_Data/Mono/data-000002513A3F9040.dll
Fallback handler could not load library D:/Steam/steamapps/common/AI War 2/AIWar2_Data/Mono/data-000002513623A010.dll
Fallback handler could not load library D:/Steam/steamapps/common/AI War 2/AIWar2_Data/Mono/data-0000025151471760.dll
Particle System is trying to spawn on a mesh with zero surface area 
(Filename:  Line: 1682)

Fallback handler could not load library D:/Steam/steamapps/common/AI War 2/AIWar2_Data/Mono/data-00000251515966F0.dll
3_The_Neinzul_Abyss expansion was False 3 mats set to Disabled 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Player.log (1,545 bytes)   

Chris_McElligottPark

Jun 19, 2021 1:34 pm

administrator   ~0062172

Is mouse grab bound to the middle mouse button on your machine, or is it rebound to right mouse click? If it's rebound to right mouse click, then this would be expected.

[SQ UA] k1r0ck

Jun 19, 2021 7:29 pm

reporter   ~0062179

Yes, it's bound to RMB.

Chris_McElligottPark

Jul 16, 2021 1:03 pm

administrator   ~0062451

Unfortunately, right-click is the main action button and left-click is the main select button. Those will always continue doing whatever they do even if you rebind other controls onto them. I'd suggest not rebinding onto those. The only real solution I can think of would be to make it so that if it detects a really long right mouse click to make it not register, but that would confuse other people. And even if I did that, if you were grab-panning fast across the screen you'd wind up giving orders most likely.

Chris_McElligottPark

Jul 16, 2021 2:18 pm

administrator   ~0062456

I just had an idea. I can exclude mouseups that are too far from where the mouse down was.

Chris_McElligottPark

Jul 16, 2021 4:55 pm

administrator   ~0062460

I solved it!!

* Pretty much completely recoded the bottommost layer of our input handling controls for the game.
** Essentially, the way we detect button presses, double-presses, and such has been rewritten mostly from scratch.
** The way that we detect button combos and things like that has been kept intact for the most part, but expanded a bit so that we can now specify when a combo should be blocking or when it should be ignore any conflicts. For instance: range displays need to block lower combos, but holding Shift or Ctrl does all sorts of other things that should not block each other.
** Among these changes are that if you move your mouse substantially (more than the 60px on 1080p, and the equivalent on larger or smaller resolutions), then any mouse clicks of any button are ignored (you moved the mouse that much from pushing it in to letting it out).
*** This specifically keeps things like the right mouse button from triggering movement orders to units if you have rebound your camera pan to that key, as an example, because even small camera pans will be on the order of more than 60px. Normally mouse pan is middle mouse button anyway, but this does solve an issue for those who want to rebind.

Issue History

Date Modified Username Field Change
Jun 19, 2021 6:52 am [SQ UA] k1r0ck New Issue
Jun 19, 2021 6:52 am [SQ UA] k1r0ck File Added: Player.log
Jun 19, 2021 9:04 am [SQ UA] k1r0ck Tag Attached: UI
Jun 19, 2021 1:34 pm Chris_McElligottPark Note Added: 0062172
Jun 19, 2021 7:29 pm [SQ UA] k1r0ck Note Added: 0062179
Jul 16, 2021 1:03 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jul 16, 2021 1:03 pm Chris_McElligottPark Status new => closed
Jul 16, 2021 1:03 pm Chris_McElligottPark Resolution open => not fixable
Jul 16, 2021 1:03 pm Chris_McElligottPark Note Added: 0062451
Jul 16, 2021 2:18 pm Chris_McElligottPark Assigned To Chris_McElligottPark =>
Jul 16, 2021 2:18 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jul 16, 2021 2:18 pm Chris_McElligottPark Status closed => considering
Jul 16, 2021 2:18 pm Chris_McElligottPark Resolution not fixable => reopened
Jul 16, 2021 2:18 pm Chris_McElligottPark Note Added: 0062456
Jul 16, 2021 4:55 pm Chris_McElligottPark Status considering => resolved
Jul 16, 2021 4:55 pm Chris_McElligottPark Resolution reopened => fixed
Jul 16, 2021 4:55 pm Chris_McElligottPark Fixed in Version => 3.312 Hotfix
Jul 16, 2021 4:55 pm Chris_McElligottPark Note Added: 0062460