Mr-Twave
Mr-Twave
PathFinder universe graphs system Solutions? Files to modify? Supply System (Supply.cpp/Supply.h) Empire Class (Empire.cpp/Empire.h) PathFinder Component (PathFinder.cpp/PathFinder.h) My ideas: Supply System // Supply.h [[nodiscard]] std::set GetEmpireTraversableLanes(int empire_id) const; [[nodiscard]] bool...
I think I'm going to need a little help on this one. I have only limited familiarity with the freeorion repo.
This is a cute issue. I'm no FreeOrion coder but I want to look into this when I have time, even if it gets fixed before I look into it.
If this issue needs further development, I recommend investigating these files; Font.cpp Font.h Clr.h
Crucially these locations are needed to help you understand the root of the issue; void Font::HandleTag(const TextElement& tag, RenderState& render_state) const { if (tag.tag_name == ITALIC_TAG) { if (tag.IsCloseTag()) {...
Here are some suggestions; void Font::HandleTag(const TextElement& tag, RenderState& render_state) const { if (tag.tag_name == RGBA_TAG) { if (tag.IsCloseTag()) { render_state.PopColor(); // Apply the new current color after popping if...
## Color Persistence and Tag Effects Issue in Text Rendering ### Description There's an issue with text rendering where colors are persisting incorrectly and tags are affecting subsequent text when...
# Color Persistence and Tag Effects Issue in Text Rendering ## Issue Description There's a problem with text rendering where colors are persisting incorrectly and tags are affecting subsequent text...
That should help anyone who wants to fix this issue, fix it! Thank you to the FreeOrion developers for making the game both free and open!
(Cough) I did get lots of RenderState suggestions with Claude 3.5 Sonnet. Maybe should have paid more attention to that. My investigation is ongoing still, I'll report what I see...