When you use a selection tool (such as the destruction planner) and have an active "camera" gui element, that camera will show its own "selection" area that is different from the actually selected area.
In this screenshot, I clicked to the right of the train and dragged up-left - but the "Cubecam" version of the selection area is as if I dragged up-right. It appears the selection shown in the camera gui uses the same world-based start point, but determines the end point by using the current mouse location relative to the camera gui itself.
If the camera is looking somewhere far from your current screen, it's possible this can cause significant FPS drops due to the selection preview in the camera being huge, as shown in the following screenshot (note the "Gui render preparation" taking 29.165)
This also happens with the camera preview shown when hovering over a map pin.
I would expect these alternate camera views should simply not show these selection previews. Or maybe they could be updated to reflect the true selection area instead of their own version.
[2.0.72] "camera" gui element interacts incorrectly with selection tools
[2.0.72] "camera" gui element interacts incorrectly with selection tools
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Re: [2.0.72] "camera" gui element interacts incorrectly with selection tools
Thanks for the report. Issue is now fixed for 2.1.
Fix is to disable rendering cursor selection (and anything else related to cursor) given that camera view is non interactive (cannot pipete entities, select entities for deconstruction, open entities).
Fix is to disable rendering cursor selection (and anything else related to cursor) given that camera view is non interactive (cannot pipete entities, select entities for deconstruction, open entities).

