Ping categories, persistent markers, selection UI, and per-player/faction visibility filters#927
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Ping categories, persistent markers, selection UI, and per-player/faction visibility filters#927LumiLunaLuma wants to merge 1 commit into
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…tion visibility filters Adds typed pings and persistent on-map markers. Players hold to open a radial wheel, pick a category, and release to send a ping or place a marker. Six categories: Default, Attack, Defend, Help, Loot, Rally. Markers can be renamed or deleted by their owner or by the host. Each client can adjust marker opacity locally. A per-client filter hides markers by faction or by player, with a master toggle for spectator markers. The host has a settings dialog with a per-player marker cap and clear-all controls. Wire protocol bumps from 55 to 63. PingLocationPacket now carries a PingCategory byte and a UTF-8 label of up to 64 chars. New paired client/server packets: ClearMarkers, DeleteMarker, RenameMarker. Markers are scribed on MultiplayerGameComp, so they're included in every save and in replay sections. ConvertToSp drops MP-only state (including markers) on the way out; the pre-conversion replay preserves it for re-hosting. Per-client preferences (wheel toggle, hold delay, place mode, last-used category memory, window rects, hidden factions and players, spectator-marker toggle, and per-marker opacity and visibility overrides) live in MpSettings under an mp* XML prefix. New keybind MpTogglePingMenu with no default key, to avoid colliding with mod-added bindings.
notfood
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May 19, 2026
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notfood
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From a cursory glance, it's looking good.
Instead of hardcoding the categories, it'd be nice to have it available in XML to allow more freedom for other mods to add stuff. Shouldn't be too complicated to make it dynamic. Just have PingCategoryExtensions read some <MultiplayerPingDef>.
Is the protocol leap necessary? Could be just +1.
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Summary
Adds typed pings and persistent on-map markers. Players hold to open a radial wheel, pick a category, and release to send a ping or place a marker. Markers can be renamed or deleted by their owner or by the host, and each client can adjust marker opacity locally. A per-client filter hides markers by faction or by player. The host has a per-player marker cap and clear-all controls.
What changed
Wire and protocol
Persistence