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Keep the labels over the creatures they belong to - #25

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tomluchowski merged 1 commit into
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Upabjojr:split/creature-labels
Aug 5, 2026
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Keep the labels over the creatures they belong to#25
tomluchowski merged 1 commit into
tomluchowski:shaders-improvementfrom
Upabjojr:split/creature-labels

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@Upabjojr

@Upabjojr Upabjojr commented Aug 1, 2026

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The label over a creature is placed on screen from where the camera sees the creature, so it is only over it while something keeps putting it back. Three things stopped that from happening (pausing then moving the camera among them), leaving labels floating over ground their creatures had left. One commit.


Split out of #16 so each topic can be reviewed on its own. Merging all of the split PRs reproduces the tree of #16 exactly.

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The label over a creature is not attached to it. It is placed on the screen,
worked out each frame from where the camera sees the creature, so it is only
over it for as long as something keeps putting it back. Three things stopped
that from happening.

GameMap::updateAnimations() returns without doing anything while the game is
paused, and the labels are moved from there. The camera is not paused: it is
updated in frameRenderingQueued() before the check that stops the frame when the
game is. So pausing and then moving the camera left every label behind, over
whatever ground its creature had been standing on. The same holds before the
first turn. The labels are now put back in both cases, given no time so that
nothing they say changes and no creature with more than one mood to show takes
its turn while the game is not running.

The label is placed from the bounding box of the creature's mesh, taken as Ogre
holds it rather than derived. That box is from the last time the scene was
updated, and the creatures are moved after that, during the frame, so every
label was a frame behind whatever was moving.

And nothing hid the label of a creature that had died. A dead creature lies
where it fell for a few turns before it is taken away, wearing its level and its
mood the whole time. The client can tell: an overlay health value of the last
step means dead.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
(cherry picked from commit 1319ed0)
@tomluchowski

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Err DOes it mentions labels with Creature health + level , or the label you get with the middlebutton ?

@tomluchowski

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Oki it goes about the first one. I wonder is it possible to trigger the overlays permanently ? AFAIR I played the gameplay where those overlays were permanent and one did not need to press ALT. OR wait ... it was triggered by callign the Pause game ....just checked -- no !

@tomluchowski
tomluchowski merged commit 822ffb0 into tomluchowski:shaders-improvement Aug 5, 2026
@Upabjojr

Upabjojr commented Aug 5, 2026

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This is a bug fix... the overlays were sometimes not synchronized with the creature position.

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2 participants