Fix bootstrap world map rotation input#932
Conversation
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1.6, fix, standalone server |
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Pull request overview
Fixes blocked globe rotation during the vanilla starting-site selection portion of the bootstrap “create game and upload save” flow by ensuring camera/input-blocking window flags don’t interfere during the handoff.
Changes:
- Clears
absorbInputAroundWindow/preventCameraMotionon currently open windows when starting the vanilla new-colony flow. - Adjusts
BootstrapConfiguratorWindowwindow flags across the bootstrap-map-initialization boundary to re-enable expected behavior when the window is shown again.
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| foreach (var window in Find.WindowStack.Windows) | ||
| { | ||
| window.absorbInputAroundWindow = false; | ||
| window.preventCameraMotion = false; | ||
| } | ||
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I'm not sure I understand why do you adjust every windows' configuration. As I understand it, this is an issue caused by some MP code, so why doesn't the fix adjust just the (I presume it's this, correct me if I'm wrong) BootstrapWindow? |
Yes is about the bootstrap code but im doing that cuz needed a first fix, i was planning to find the exact point where gives the issue. The page called by harmony, for the settlement selection should use this, but strangely won't fix rhe issue if i call an event from that page to set up the free movement of the camera, then i need to figure out where the block is getting the bug. I'd say rhat this is more a momentary fix, and since it works i started sending this |
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Ok, please add a TODO comment with an explanation then |
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Added a TODO in 66a2fef documenting that this is a temporary workaround. The current fix clears the active window flags at the bootstrap handoff because the exact MP window/state still keeping WindowStack.WindowsPreventCameraMotion true has not been isolated yet. Once that blocker is identified, this should be narrowed to the specific source instead of touching the full stack. |
Summary
Fix bootstrap world-map rotation during colony creation.
Changes
Validation