0ad/source/simulation2
wraitii 0ba9cbef74 Fix units changing appearance when switching animation.
Bug introduced in 76acc4e146.
The previous CUnit code had logic to select random aesthetic variants
once initially. The new code removed that, as I completely missed its
purpose, assuming that the random selection, being based on a seed,
would pick the same variants every time. This is incorrect because
entity selections can change the RNG calls, thus the variants, and thus
entity appearance can change when the animation changes (typically, a
horse will change color when walking and running).

The solution is to re-introduce the choice of actor selections on CUnit
creation. This makes sure that units don't change their purely-aesthetic
selections when e.g. animations change.

Reported by: Wowgetoffyourcellphone
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4205
This was SVN commit r25844.
2021-07-31 17:55:10 +00:00
..
components Fix units changing appearance when switching animation. 2021-07-31 17:55:10 +00:00
docs Migrate DEFINE_INTERFACE_METHOD_* to the ScriptFunction wrappers. 2021-05-01 08:01:30 +00:00
helpers Thread the pathfinder computations using the task manager. 2021-06-03 16:21:28 +00:00
scripting Fix atlas crash with RM capture the relic. 2021-06-07 18:48:16 +00:00
serialization Fix atlas crash with RM capture the relic. 2021-06-07 18:48:16 +00:00
system Adds std namespace to shared_ptr usages in scriptinterface and simulation. 2021-05-22 19:30:18 +00:00
tests Fix atlas crash with RM capture the relic. 2021-06-07 18:48:16 +00:00
MessageTypes.h Add a simple 'pushing' logic to unit motion to improve movement. 2021-04-02 16:30:59 +00:00
Simulation2.cpp Adds std namespace to shared_ptr usages in scriptinterface and simulation. 2021-05-22 19:30:18 +00:00
Simulation2.h Adds std namespace to shared_ptr usages in scriptinterface and simulation. 2021-05-22 19:30:18 +00:00
TypeList.h Add a simple 'pushing' logic to unit motion to improve movement. 2021-04-02 16:30:59 +00:00