View Issue Details

IDProjectCategoryLast Update
0019636AI War 2GUISep 29, 2018 9:02 pm
ReporterBadgerBadger Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionreopened 
Product Version0.745 A Pivot And A Leap Forward 
Fixed in Version0.777 First Impressions 
Summary0019636: New constructors don't register in sidebar immediately
DescriptionIf you build a new unit constructor on a planet X with the build menu in the sidebar open, it won't appear immediately. You need to click on another planet Y, then back to X to have the constructor appear in the sidebar
TagsNo tags attached.

Relationships

child of 0020152 resolvedChris_McElligottPark Various sidebar bugs (parent). 

Activities

Chris_McElligottPark

Jul 19, 2018 10:16 am

administrator   ~0047927

Thanks!

* Fixed an issue where constructors that were under construction or in remains form were still showing entries on the sidebar.
** This in turn was leading to newly-created constructors not showing up until you left the planet and came back after they were done.

RocketAssistedPuffin

Jul 19, 2018 5:56 pm

reporter   ~0047952

Alas this bug I have already encountered with the first game on this version.

Chris_McElligottPark

Jul 19, 2018 5:57 pm

administrator   ~0047953

Hmm, can you give me a save and steps to repro? On my saves, I make a constructor, and nothing happens of course because it isn't done. But then it appears on the sidebar as soon as the construction is complete.

RocketAssistedPuffin

Jul 19, 2018 6:06 pm

reporter   ~0047957

Sure, here you go. First dock I built (other than the starting one) showed up as normal; the second one has not. Looking at another planet then coming back fixes it as before.

Most cases it seems to not appear.

(Btw, probably wrong place to ask but don't know how else to really contact you; is the track "For The Fallen" meant to be missing from the buyable soundtrack? I think it's the only one not there).
SpaceDockNotAppearing.save (4,908,151 bytes)

RocketAssistedPuffin

Jul 19, 2018 6:07 pm

reporter   ~0047958

Oh sorry, to reproduce all I did was build a couple space docks, nothing else.

Chris_McElligottPark

Jul 19, 2018 6:11 pm

administrator   ~0047961

Thanks on all that! And I will look into the For The Fallen bit, that sounds like an oversight on my part. Or it's just in the mp3 section, I'm not sure.

RocketAssistedPuffin

Jul 19, 2018 6:17 pm

reporter   ~0047964

Quickly checked all of the folders, it's not in any of them. Won't bring it up again to avoid crowding

Chris_McElligottPark

Jul 20, 2018 9:55 am

administrator   ~0047984

You should now have an email about that from backerkit with the track as an mp3. Please do let me know if it doesn't show up, though. Thanks for the discovery!

RocketAssistedPuffin

Jul 20, 2018 3:40 pm

reporter   ~0047992

I have it now, thanks! It didn't show up in email though, used my purchase one to find the backerkit download page.

It's...an unusual, victory track. I like it though.

Chris_McElligottPark

Jul 20, 2018 3:44 pm

administrator   ~0047994

It was originally the victory track for Stars Beyond Reach, so it was more tonally for that game. It's a favorite of mine, though, and we wanted it to see the light of day.

RocketAssistedPuffin

Jul 20, 2018 3:50 pm

reporter   ~0047995

Yes I noticed that on the file. It's a sombre tone, fits the situation of, y'know, another galactic war. Makes me think of Earth 2160s tracks ( this one https://www.youtube.com/watch?v=M8ymD8Czrwo ). Glad I asked about it.

Chris_McElligottPark

Sep 29, 2018 9:02 pm

administrator   ~0049627

Should be fixed now!

* Major surgery in part of the ui code, specifically relating to "when to tell something to draw."
** Previously it was telling things to draw, once when it was time to change states, and then assuming it would actually DO that and thus it could not bother telling it again until things changed. Aka, "draw yourself until I say otherwise."
** Unity UI has a "fun" thing, however, where if an element is a child of a disabled element, then telling it to draw won't properly flip it's internal flag. Apparently. There may be some other funkiness in there, too.
** At any rate, there was quite a bit of "huh?" and "I didn't hear you" going on in the sidebar in particular, leading to things updating slowly or not at all. Things like the objectives menu getting garbled when you had more elements added, or things like space docks beyond the third not displaying unless you went to another planet and back (and sometimes not even then).
** Now we just take the approach of saying "STAY ON" every frame, or "YOU BETTER BE TURNED OFF NOW," as the case may be. Turns out that's just the sort of special tone the Unity UI requires in order for it to do its job. Yes, the snark is heavy, but this has made life intermittently frustrating for the better part of a year.
** The concern with this method had been that us telling hundreds or thousands of ui controls STAY ON or BE OFF every frame would be a performance hog. We would have to trust that the Unity UI itself had an "early out" in there saying "I'm already on, we're good" and thus not doing a whole bunch of work whenever we say STAY ON and it's already on. It seems that is the case, happily, because we still get 180+ fps in our test case with plenty going on in the UI.
*** It's also worth noting that since our UI is hierarchical by nature, we wind up doing a lot fewer of the STAY ON calls than we had been thinking might happen. A lot of things early-out at the window/canvas level, and don't go any deeper than that, which makes the actual number of redundant calls per frame far lower.
** What we did NOT expect was that this would bork up various of our GUIs, most notably the main menu, tooltips, and a few other floating text windows. We had to normalize how those windows report "I should be on" or "I should be off" to match the technique of the rest of the windows. Now they do, and so it all works fine. But that did lead to some rewriting of bits of the tooltip display code, which makes how they turn on have a slightly different delay than before. Possibly faster? The sidebar reacts faster, for sure. Some of the tooltips might be slightly slower to react. We'll sort it out later, because it's pretty close to what it was before.
** The TLDR, at any rate, is that the UI actually does what we tell it now, so far as we can tell, and there aren't random missing elements on the sidebars, or elements that draw over and under other elements until you switch tabs and back. (Now the things that still draw wrong, draw wrong consistently; which is much easier to fix as well as far less prevalent!).

Issue History

Date Modified Username Field Change
Jun 28, 2018 12:13 am BadgerBadger New Issue
Jun 28, 2018 12:13 am BadgerBadger Status new => assigned
Jun 28, 2018 12:13 am BadgerBadger Assigned To => Chris_McElligottPark
Jul 19, 2018 10:16 am Chris_McElligottPark Status assigned => resolved
Jul 19, 2018 10:16 am Chris_McElligottPark Resolution open => fixed
Jul 19, 2018 10:16 am Chris_McElligottPark Fixed in Version => 0.752 Mathematics Milestone
Jul 19, 2018 10:16 am Chris_McElligottPark Note Added: 0047927
Jul 19, 2018 5:56 pm RocketAssistedPuffin Note Added: 0047952
Jul 19, 2018 5:57 pm Chris_McElligottPark Status resolved => feedback
Jul 19, 2018 5:57 pm Chris_McElligottPark Resolution fixed => reopened
Jul 19, 2018 5:57 pm Chris_McElligottPark Note Added: 0047953
Jul 19, 2018 6:06 pm RocketAssistedPuffin File Added: SpaceDockNotAppearing.save
Jul 19, 2018 6:06 pm RocketAssistedPuffin File Added: SpaceDockNotAppearing.savemet
Jul 19, 2018 6:06 pm RocketAssistedPuffin Note Added: 0047957
Jul 19, 2018 6:07 pm RocketAssistedPuffin Note Added: 0047958
Jul 19, 2018 6:11 pm Chris_McElligottPark Note Added: 0047961
Jul 19, 2018 6:17 pm RocketAssistedPuffin Note Added: 0047964
Jul 20, 2018 9:55 am Chris_McElligottPark Note Added: 0047984
Jul 20, 2018 3:40 pm RocketAssistedPuffin Note Added: 0047992
Jul 20, 2018 3:44 pm Chris_McElligottPark Note Added: 0047994
Jul 20, 2018 3:50 pm RocketAssistedPuffin Note Added: 0047995
Sep 5, 2018 9:17 pm Chris_McElligottPark Relationship added child of 0020152
Sep 29, 2018 9:02 pm Chris_McElligottPark Status feedback => resolved
Sep 29, 2018 9:02 pm Chris_McElligottPark Fixed in Version 0.752 Mathematics Milestone => 0.777 First Impressions
Sep 29, 2018 9:02 pm Chris_McElligottPark Note Added: 0049627