Open sprEEEzy opened 1 month ago
Approved by the GDT.
I can't find the other ticket with a lot of discussion on it. It should be linked.
I can't find the other ticket with a lot of discussion on it. It should be linked.
Here you go https://github.com/beyond-all-reason/spring/issues/671
There was also https://github.com/beyond-all-reason/spring/discussions/668
Are you sure this isn't just a bug with something BAR is doing?
Currently, if you try to drag box select units, you only select those that have their center within the box. This makes for awkward micro, especially if you're coming from other RTS titles.
This seems to be false, given the tiny screenshot of the commander. I can't replicate the issue in ZK.
1) dragging only taking midpos into account is true but that's (essentially) an engine matter. 2) BAR seems to place commander midpos at ground level, away from the bulk of its body, so any sort of non-topdown camera angle is likely to struggle.
- dragging only taking midpos into account is true but that's (essentially) an engine matter.
- BAR seems to place commander midpos at ground level, away from the bulk of its body, so any sort of non-topdown camera angle is likely to struggle.
Yes, this explains the ss.
dragging only taking midpos into account is true but that's (essentially) an engine matter.
- BAR seems to place commander midpos at ground level, away from the bulk of its body, so any sort of non-topdown camera angle is likely to struggle.
the midposition of the armcom in upspring is listed at 0 23 -3 i actually think there is something wrong here as that should already be seleceting the commander with how selection works in bar the midposition isnt at the ground level in the first place. what is at the ground level that is causing this
Perhaps it is because SmartSelect uses GetUnitsInScreenRectangle which uses unit drawPos instead of midPos for the check. Whereas the engine box selection code uses midPos.
Ideally the "filter out buildings etc" selection feature would just use wupget:SelectionChanged
as returned by the engine box drag and filter down from there, instead of manually reimplementing the box via Spring.GetUnitsBla
calls.
Description
Currently, if you try to drag box select units, you only select those that have their center within the box. This makes for awkward micro, especially if you're coming from other RTS titles.
https://github.com/user-attachments/assets/4605ca22-9b9b-47c8-81fe-380d3acc8eae
This has been talked about here: https://github.com/beyond-all-reason/spring/issues/671
Why?
Every other RTS game that I've played has something like the following: if more than 1 pixel (or small percentage) of a unit (or it's collision box) is within the select box, the unit is selected.
That way, you can make quick selections and issue commands more precisely.
Take a look at the example below, on how extreme this problem can get.
What area of the game does this feature request pertain?
Gameplay, UI/UX
Other (optional)
To me, this makes me not want to micro certain units, as I cannot make sure I always box select them correctly.
Partially related issue: https://github.com/beyond-all-reason/Beyond-All-Reason/issues/3116