beyond-all-reason / beyond-all-reason/RecoilEngine
Building grid UI could skip open yard tiles
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
Consider this 5x5 yardmap:
```
yyoyy
yoooy
ooooo
yoooy
yyoyy
```
Right now placement GUI looks like this:

Which is slightly confusing since the corners overlap. The request is to give the option to only render the "real" tiles:

Remarks:
* this should be an option, the default should remain to render the full rectangle as-is
* i'm not sure if there are other fully ignored yardmap tiles like `y`, check and handle them as well
* i'm not specifying how to enable the option (springsetting? modrule? some lua callin/callout?), your choice
Contributor guide
Research direction
The issue names no files or tests. Start by locating the building placement GUI and yardmap handling, then determine how fully ignored tiles such as `y` are identified and how an opt-in setting can control rendering while preserving the current full-rectangle default; done means the example grid renders both modes correctly.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- frontend, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 30/100