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Refactor Fog of War round 2 #1872
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Refactor Fog of War round 2 #1872
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…ons not showing behind fog if SpySat=yes
…es drawing buildings
- Hide particles under fog for all units, not just enemies - Add exception handling to prevent cursor targeting crashes on fogged buildings - Simplify fog checks using Fog::IsFogged() for consistency
… removed Ebolt debug logging
…oveShroudOnly should still work though
…rlayTypes and TerrainTypes. still to do: objects remain on screen unchanged from fog proxy state
…rmance, and cleanup issues
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If it really doesn't work, then forget it. Using a smoke shell combined with passive super weapon effects is also quite good. |
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Labels
❓Restored feature
Logic present in older gen. games but not in YR
⚙️T2
T2 maintainer review is sufficient
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Picking up the closed PR #530 .
Forward ported the old PR and fixed the following from showing under fog:
Other improvements:
RemoveShroudGlobally
to combat the Shroud=no issue belowBuildingType
,OverlayType
andTerrainType
flickering/vanishing under fogRemoveShroudGlobally
I added this as a way to bypass the Shroud=no issue, it works by removing Shroud at the beginning of the game, while keeping Fog intact. How to use:
Note: this can also be enabled via CnCNet Client configuration
CnCNet Client
In your game/skirmish/multiplayerlobby config, add a GameLobbyCheckBox with:
Still to do:
Ripple.Radius
ProduceCashDisplay
RefinerySmokeParticleSystem
created by SlavedInfantryTypes
still shows under fogSevere issues:
RemoveShroudGlobally
)Future QOL:
Shroud=no
instead ofRemoveShroudGlobally=yes
, a pro will need to look into it.quick.fow.mp4