Refactor the FogOfWar
resolves #28
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Looking Good!
My first comment is ive noticed quite a few issues when drawing overlay (especially bridges) from underneath Shroud/Fog
I also saw some weird ore/gem flickering, but it wasnt as repeatable so i have no evidence

Animations such as smoke appear underneath the fog

If you look closely into the shroud, you can see the terrain behind it to an extent
However, in my image the heights of the terrain are 4-8, and are very dim

In other maps which have lower ground on 0, you can barely see anything under the shroud

Not sure if this corresponds with map lighting, but either way it is fairly inconsistent
Here are my findings:
- SpySat=yes does not work and fog remains intact.
- Engineers can be ordered to enter structures (tech structures) through fog, but when they get to the structure they just stand still.
- Units attacking my building were concealed by fog, after they destroyed the building they also got concealed by shroud, guessing this is to do with RevealOnFire on weapons - since it defaults to yes:
- I am able to see laserlinetrails through fog (projectiles and units):
- Superweapons with RevealToAll show up but are not visible, if that makes sense:
- Got a Exception code: C0000005 at 2D8854E0, uploaded file to #phobos-chat
- I think a SW.FireIntoFog tag needs to be implemented as this is such a prominent feature, SW.FireIntoShroud is completely ignored through fog, and if you have a Generals style mod where there is no shroud, only fog, this tag becomes useless
Played online with Cat today, no desyncs or FoW related crashes. Same issues as above still apply.
Another thing we noticed is that you can place buildings in fog provided enough adjacency, should probably respect fog as it does shroud.
To add, performance wise it was fine On an average/standard connection/tunnel, we achieved around 43fps on average, aka no noticeable performance drops in comparison to normal gameplay.