beyond-all-reason / beyond-all-reason/RecoilEngine

[FR] Per-unit teamcolor

Open
#949 11 comments 0 reactions 0 assignees View on GitHub
enhancement
Dominant language
C++
Stars
679
Forks
290
Avg merge
3d 2h
Merged PRs (30d)
40

Description

Spot the hero unit:
![image](https://github.com/beyond-all-reason/spring/assets/2573076/4e454773-ae6a-49f7-9f04-bd7da84a14ef)

Having special units denoted by a custom teamcolor is a classic convention. Not just heroes either, for example a game could denote buffs or elemental affinity or whatever this way.

The request is to either expose `Spring.SetUnitTeamColor(unitID, r, g, b, a)` or, if this is already possible via shaders, to add a widget with such shader (and a similar WG/GG API) to basecontent for easy inclusion.

Contributor guide

Open the contributing guide

Research direction

Start by checking the existing unit rendering and shader support relevant to custom team colors, then review whether a Spring.SetUnitTeamColor(unitID, r, g, b, a) API or a basecontent widget is the better route. If shader-based, also determine the required WG/GG API surface. Done means a usable per-unit color customization path for heroes, buffs, or similar effects.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics, game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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