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Unit Motion - update our current speed even when we have not moved
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Authored by wraitii on May 15 2019, 10:25 PM.

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rP22361: Unit Motion - update our current speed even when we have not moved.
Summary

Part of the problem on units gliding.
VisualActor refers to unit motion's m_CurSpeed to know what animation to display in the special walk mode. However that variable is inconsistently updated.

Because of D1893, we can more easily hit the position update code every turn, and update even when we aren't moving (so we aren't moonwalking anytime). We still need to handle STATE_STOPPING... For now ;)

Test Plan

Check out the behaviour of units on the test map.

Diff Detail

Event Timeline

wraitii created this revision.May 15 2019, 10:25 PM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/differential/1412/display/redirect

wraitii updated this revision to Diff 8073.May 19 2019, 4:47 PM

Updated

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/differential/1449/display/redirect

wraitii updated this revision to Diff 8418.Jun 10 2019, 7:21 PM

Rebased for committing.

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/differential/1682/display/redirect

This revision was not accepted when it landed; it landed in state Needs Review.Jun 10 2019, 8:27 PM
This revision was automatically updated to reflect the committed changes.