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allyground_attackrange_gl4 reporting zombies #4031
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Isn't it expected for there to be zombies until the next frame? GL4 batches updates to GameFramePost. |
I don't think so, otherwise why the warnings? The proposed fix solves this too, note in this case it's just a warning, but in other similar situations it can be worse. Actually in this case it's not so good because I think that requires the vbo code to be doing a lot of extra checks to ensure consistency. |
Make the VBO use RenderUnitDestroyed, which is the one after which the unit is definitely gone. There isn't supposed to be any inconsistency at any point before this (incl. after UnitDestroyed). |
but that's too late, all those widgets don't really want the killed unit to be relevant and btw, checking at #error-reports, I think there's a few more widgets affected, this is just the first one I have investigated. |
Description
This is because engine isn't actually removing from selection handler when units get killed. Can be solved by beyond-all-reason/spring#1824 if that gets accepted, otherwise we can work around, but there might be an unknown number of widgets/gadgets with the same problem.
Expected Behaviour
Shouldn't be reporting zombies, specially in xmas XD
Actual Behaviour
Reports zombies
Reproduction steps
Can be reproduced using the test and dbg_test_runner "fix" at this branch: https://github.com/saurtron/Beyond-All-Reason/tree/test-selection-destroy check instructions at the above engine issue.
Backtrace
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