Occasional pathing issues. 1. Earth planet, told a bunch of dox to attack an air factory. They ran to the other side of my base. 2. Metal planet, told a bunch of grenediers to move to the other side of ridge closer to a gap in narrow chasm; they didn't move. I got most of them to move by repeatedly clicking at a closer point first. 3. Metal planet, gaggle of grendiers rallied around commander as he crossed a bridge, many of them fell of into ledge a step down. This isn't particularly new behavior. Also, crash, but I added execute bits so you should have it.
Here's a quick video of how fast/slow the UI's reaction to mouseover / mouseclicks is for me: It may not affect how quickly the actual orders are given, or what building I select to build, but the late visual/audio feedback still messes with me.
So I played mostly full game just fine with "--software-ui", but at some point get BadAccess again when tried to select my army with cursor. Got same crash info in dmesg: Code: [19704.224033] CoherentUI_Host[8185]: segfault at 0 ip 0000000000462cfa sp 00007fffffff8bd0 error 4 in CoherentUI_Host.bin[400000+42f8000]
Ah, okay I just remember it always doing that I guess. It's one of those things where it could lag by .2 seconds or 2 seconds, and the odd feedback is probably going to throw me off just as much either way (especially since I don't use hotkeys right now).
We're working on it. We really want to get this build out, but there are some large, fundamental engine changes to improve things(tm) that are going on that's introducing a bit of instability. Working on a new PTE build now.
Did you say in that 4-minute Twitch stream that there was "voxel" pathing being developed? Can we get another technical dev-blog about it once it's been promoted to a stable/PTE build?
The new metal extractor icon is meant to fit around the metal spot icon, right? It looks a bit odd that way in my opinion. It's most noticeable for naval extractors, where the metal point is under the water and the extractor icon is not always overlapping it (since it's at the surface of the water), but it's also noticeable when other icons are layered between the metal spot and the extractor icon.
This build will not fix "everything". We are hoping however that it is good enough to promote to stable, as it should make the game much more playable for everyone, and playable period for some folks (Mac people, I'm looking at you).
I still have to test this one but in the previous build I had a few pathing issues - Units would not move to a point if a building was in their way (occasionally). And for units where the description runs over 3 lines then it overlaps with the stats given.