srakathink.blogg.se

Magicavoxel lines upwards
Magicavoxel lines upwards








Much flexibility is already provided in the start location markers with 5 shape options and any size can be entered in the input field. Depending on which of the center cells get the waypoint, the center would look shifted in any of the 4 directions and 8 start locations in the same map could have the waypoints centered differently. One can place a waypoint at the center of a 3x3 area but there are 4 cells at the center of even numbered area like 4x4 or 6圆. This is the exact problem I outlined in my previous post.Īttach signature (signatures can be changed in profile)

#MAGICAVOXEL LINES UPWARDS MOD#

Newest public version of DTA has FrameDecider override for vehicles in their mod config, which previously would (incorrectly) not get used at all but restoring the proper behaviour by moving the initialization code to UnitDrawable.LoadFromRules will make it apply, and it does not quite work out correctly. If you are getting different values due to that change, the problem exists elsewhere and moving the code to UnitDrawable.Draw is just a (rather dubious) bandaid fix.

magicavoxel lines upwards

FrameDecider is not even called at this point, it just sets the reference here and only calls the referenced method in ShpRenderer.Draw. If you want, I can share the test map of DTA mod which has typical cases of 32-facing units with and without turrets. But when the same code segment is in Draw method it gets correct frame number from the framedeciders. When that segment of code which has framedecider for SHP unit and its SHP turret, is in UnitDrawable.LoadFromRules, it advances or gives higher frame number as if it has recomputed it multiple times which is not correct.








Magicavoxel lines upwards