Comments (4)
Okay, walkable neighbors seem correct...
Suspect this is a bug specific to the wandering code.
from emergence.
Seems to occur even on completely flat terrain.
from emergence.
Units don't seem to be able to wander or flee in this state: something about completing the action appears to be broken.
Which is weird, because otherwise they can walk fine?
from emergence.
Walkable neighbors are correct, even for broken units 🤔
from emergence.
Related Issues (20)
- Wheel menus seem broken HOT 1
- Mouse picking seems broken
- Performance of overlays is very bad HOT 1
- Fix failing CI checks
- Litter piles should be selectable HOT 1
- Refactor selection code
- Building and previewing structures is broken HOT 1
- Litter piles should fall, and combine into similar litter piles
- Walkable neighbors lists should only be updated locally HOT 1
- Units can be generated inside of structures HOT 1
- Update to hexx 0.7
- Benchmarks are now running in CI
- Cannot select structures HOT 3
- Pan-to-rotate is backwards for x
- Structures can be built on top of ghost structures
- Dependencies workflow broke
- Migrate to Bevy 0.12 HOT 2
- Consider moving back to 2D HOT 4
- Strange block follows mouse cursor, but inverted
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from emergence.