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  1. Sorry, but can you elaborate what you mean with reveal regions? Is it intended behaviour that large props are revealed in whole as soon as I see even a small corner of it? If it's technically possible and art, engine and LOS logic all already support revealing larger props tile by tile, why wouldn't you? It looks so much cleaner when only the tiles I really see are displayed. (This is a wide reaching issue with shipping containers, railway carriages and bunch of other larger props)
    1 point
  2. Description: When rearranging items in a soldier's "tactical vest" inventory grid by dragging them using the mouse and holding down the left mouse button, sometimes the cell highlighted ends up "off by one" from the cell containing the mouse pointer, making it impossible during that drag motion to drop the item in some cells along the edge of the inventory grid. What happened: Please see attached screen recording (from v 6.29.0), this demonstrates both a successful drag and drop attempt, then a failed one. Seconds 0 -- 4 show a successful drag and drop attempt, to move the smoke grenade from a cell at the top of the inventory grid, to a cell at the bottom. No issue encountered. (Then I drag the smoke grenade back up to a top cell, chalk this one up as a success as well) Seconds 8 -- 18 show a failed drag and drop attempt while attempting to move the smoke grenade from the same start cell to the same destination cell along the bottom. In both attempts I'm clicking and holding the left mouse button, and moving the mouse. During the failed drag and drop attempt, the highlighted inventory cell previewing the drop location has somehow gotten "off by one" and is highlighting one cell *above* the cell that contains the mouse cursor. So when the mouse cursor is inside one of the bottom row cells, a cell above it in the second-last row gets highlighted as the item destination. To compensate for this quirk and get a bottom row cell highlighted, the player tries to move the cursor down... but, when the mouse cursor exits the bounding box of the "tactical vest" inventory grid, the highlighted cell disappears. I'm not quite sure how exactly to trigger the issue where the highlighted cell ends up "off by one" from the cell containing the mouse pointer. Starting the drag by clicking and holding near the edge of a cell seems to help (e.g. near the bottom edge. Maybe moving the mouse quickly helps? Or moving the mouse back and forward against the desired drag direction? I can get the issue to happen one time in every three or four attempts, say, it is not hard to reproduce. This "off by one" issue can occur when dragging in any direction -- I can get it to happen when dragging items up, down, left or right. Speculation: It seems like the UI may use some hidden internal point as the representative position of the item being dragged (used to determine which inventory cell is highlighted) but this internal point can sometimes become inconsistent with the actual mouse pointer's screen position. But the mouse pointer's screen position gets used for the bounding box check of "are we even inside the inventory grid". If something like that is the case, if possible, the cleanest fix could be to ensure that the point used to represent the position of the item being dragged (when calculating the highlighted inventory cell) cannot become inconsistent with the mouse pointer location. If a clean fix isn't possible, perhaps another way to mostly fix it could be switching the bounding box logic of "are we even inside the inventory grid" to be based on the same internal point used to calculate the highlighted cell, not the mouse pointer location. Then even if this "off by one" cell issue does happen when a player is dragging an item, it would still be possible for the player to drop the item in any desired cell. I believe this issue may have been around for a while, e.g. I've observed it on some people's youtube videos of xenonauts 2 campaigns in older versions of the game, and I can see a forum post from a year ago referencing drag and drop being finicky. I believe there may also be a related issue when dragging Engineering queue build items to reorder them, where the highlighted destination build item slot can end up "off by one" making it similarly impossible to drop a build item in the last build queue slot (or the first build queue slot, depending how the off-by-one issue manifests). I tried to get a recording of that as well but wasn't able to immediately reproduce it. Further information: screen resolution: 2560x1440 fullscreen mode: borderless full screen OS: ubuntu 24.04.2 LTS compatibility: steam proton 8.0-5 This game is a lot of fun, thank you for making it -- this drag and drop UI issue is one of the small quirks of the UI that I find jarring when playing. For the most part I don't notice the UI at all - I try to do things using the UI and they reliably work as expected. xenonauts2_v6_29_0_dragndrop_issue_trimmed.webm
    1 point
  3. Hello everyone - we're now into December, so it's time to wish you all a merry Christmas and a Happy New Year before filling you in on our progress during November. As I'm unlikely to write a separate development update for December due to the way the holidays fall (I'm not back in the office until 5th January), I'll also give an update on our plans for the 2-3 weeks before we shut down for the festive season. Milestone 6 Released: The big news in the last month is we finally managed to release Milestone 6 onto our public branches. We're glad this update is finally in the hands of the players after it spent a solid couple of months stuck in the final bugfixing phase - but the overall reaction to the launch has been positive, and people seem to be enjoying the new content and improvements. The launch also went relatively smoothly in stability terms, and we've not been fighting too many fires post-launch. Quite a few bug reports have come in for relatively minor gameplay issues and we've been steadily working through them, but most of the fixes for these are being rolled into Milestone 7. Performance Improvements: Although the various fixes for Milestone 6 have absorbed a fair bit of programmer time, we did also start working on performance improvements for Milestone 7. We asked the community what parts of the game they felt needed the most optimisation, and we're currently working to this list: Speeding up load times Reducing slowdown when alien UFOs spawn on the Geoscape Duration of the AI turn in tactical combat Explosions in the tactical combat causing framedrops However we didn't have too many replies on this particular topic, so if you're reading this and feel there are other areas of the game where the performance needs improving then please do let us know (remember that this should be based on playing standard builds of the game, as Experimental builds have much worse performance due to all their additional logging). We've already made some improvements to the tactical mission load times and the AI turn duration, and we'll be continuing with these during December. The goal here is to get these completely finished before we start public testing of Milestone 7, because these are the changes most likely to cause gameplay bugs! New Content: We continued to work on the new content for Milestone 7 over the past month. The strategy UI background art progression system is now fully functional (it had some teething problems when we tested it last month) and the artwork has been added to the game for the research and engineering screens, and we're now halfway through the base stores screen. The programming work to implement the aircraft paperdoll system (where the plane artwork updates as you change weapons and equip items) was also completed last month, and we finished the artwork for the Angel interceptor and all of the weapons. Work on the Phantom is now well advanced and we expect to have moved onto the Gemini by the end of December. We've also been working on various smaller content tasks, such as adding an additional tier of extra-tough Psyon / Sebillian / Wraith soldiers that accompany Eternals and appear on the hardest missions. These new aliens have claimed the "praetorian" rank, so we've added a new alien "warrior" rank and demoted the former elite / praetorian aliens down a level (the rank sequence now goes soldier / warrior / elite / praetorian). The game files for this have now been completed, and we'll be adding the 3d models for these new units after Christmas. We're also adding a new interrogation project for the Cleaner Leaders, as a few people have pointed out that it was weird that they didn't have one when the other types of Cleaner do. Again, the game files for this have been completed and we're hoping to get the research art and research text completed by the end of December. Conclusion: I think that's everything I wanted to cover. The only releases we have planned for the remainder of the month are our ongoing hotfixes for Milestone 6, with Milestone 7 not arriving on the Experimental branch until January - so I hope everyone has a good festive season and we'll see you all next year!
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