You can see trees being crushed, rocks reclaimed etc through fog of war. They are granted full visibility because they are mostly used as decoration.
I see three basic approaches:
1) perhaps they could be handled as a special kind of ghost that is non-transparent (though feature ghosts are broken atm, see #4783 ). The trouble here is that we might have to reimplement a lot of engineside handling (mouse-over raytracing for tooltip, rendering, etc) and the rendering better be top notch because of the "features are mostly decoration" thing.
3) lazy, make trees uncrushable to solve 90% of the los hax, to solve the silly dirt poof sudden disappearance, and kick the reclaim can down the road.
I am not hugely concerned about this so I wouldn't want a solution that compromises on ease of use. That probably means clickable ghosts that disappear when they enter LOS.
You can see trees being crushed, rocks reclaimed etc through fog of war. They are granted full visibility because they are mostly used as decoration.
I see three basic approaches:
1) perhaps they could be handled as a special kind of ghost that is non-transparent (though feature ghosts are broken atm, see #4783 ). The trouble here is that we might have to reimplement a lot of engineside handling (mouse-over raytracing for tooltip, rendering, etc) and the rendering better be top notch because of the "features are mostly decoration" thing.
2) engine-side unsynced units, described in https://github.com/beyond-all-reason/spring/issues/644 .
3) lazy, make trees uncrushable to solve 90% of the los hax, to solve the silly dirt poof sudden disappearance, and kick the reclaim can down the road.