v0.8.0: map roads/sidewalks, per-vertex depth bias, retail camera controls
- ra3.map: capture the object RoadType; ra3.models pairs the map's Start/End road objects and drapes a flat textured ribbon along each segment (tessellated to the relief). - Ground decals (roads/sidewalks) get a per-vertex screen-space depth offset (scene::vertex.bias) applied in the object shader and the software rasteriser, so they no longer z-fight or clip into the terrain at top-down angles. - Tactical view aligned with retail (SAGE LookAtTranslator): middle-drag orbits yaw/pitch, a middle click resets angle/pitch/zoom, arrow keys pan, wheel zooms within the retail zoom range; WASD pan removed and left-drag no longer rotates. - ui_event gains middle/right/released buttons; Vulkan + SDL map them. - docs: roads, depth bias and camera controls.
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@@ -18,7 +18,7 @@ Ghidra.
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## Status
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OpenRA3 is at **v0.7.0**. The engine compiles and runs headless, and a **minimal
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OpenRA3 is at **v0.8.0**. The engine compiles and runs headless, and a **minimal
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skirmish** is playable: it reads a real multiplayer map out of your install,
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recovers the player start waypoints, and simulates two sides building a base,
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extracting ore and fighting until one side is wiped out. The balance is the
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@@ -307,9 +307,10 @@ path rasterises it with a z-buffer. Match state is
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overlaid (start markers in yellow, player 0 in blue, player 1 in red).
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`--thumbnail` uses the old `<map>_art.tga` overview instead.
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> **Not yet drawn:** the map's `Road` objects (the sidewalk/road segments that
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> reference a `Road` template rather than a mesh) need the retail road-network
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> mesher and are skipped; they are reported in the `objects: … missing` count.
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> **Roads / sidewalks** are drawn too: the map stores each as a
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> `RoadType::Start`/`End` pair of objects, and `render` emits a flat textured
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> ribbon along each segment, lifted onto the terrain with a small depth bias so
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> it does not clip into the ground.
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**Offscreen image** (works anywhere, no display needed):
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