Fast mouse movement/scrolling w/o gaps in tiles
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Fast mouse movement/scrolling w/o gaps in tiles
When you are zoomed out quite far away, especially in sandbox mode, you can't lay out a long belt line or a wall - gaps would appear no matter if it was fast mouse movement or scrolling screen with mouse held in one place. It demands to zoom in quite close so that game and OS input system ticks catch mouse in every intermediate tile. What I propose is that sequential input events with left mouse button held get interpolated so that every intermediate tile gets covered. Note that it's not just about mouse screen coordinates interpolation between two consecutive mousemove events, it's also about targeting intermediate tiles with fast scrolling.
Re: Fast mouse movement/scrolling w/o gaps in tiles
Ah, yes. I moved this to bugs, cause I found that also very anoying.
This "bug" can be triggered even when zoomed very near, when placing diagonal rails.
How that can be triggered:
- A map, that is as slow as possible (under 20 updates/sec)
- Choosing diagonal rail
- Place diagnoal rail while walking
Some rails will not be in line....
This "bug" can be triggered even when zoomed very near, when placing diagonal rails.
How that can be triggered:
- A map, that is as slow as possible (under 20 updates/sec)
- Choosing diagonal rail
- Place diagnoal rail while walking
Some rails will not be in line....
Cool suggestion: Eatable MOUSE-pointers.
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Re: Fast mouse movement/scrolling w/o gaps in tiles
Thanks for the report,
This is due to the player screen moving too fast for the game,
It won't really be an easy fix, so putting it into minor issues for now
This is due to the player screen moving too fast for the game,
It won't really be an easy fix, so putting it into minor issues for now
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Re: Fast mouse movement/scrolling w/o gaps in tiles
If game/network logics allows placing more than one entity per game tick, it should be enough to run an interpolation loop between C1 and C2 where C1 is previous tick tile coordinate and C2 is current tile coordinate - i.e. generate many virtual input events for two real. And it can be limited to say 10 tiles so you don't accidently draw a belt across entire map after alt-tab'bing