Fix nuclear fallout covering UI overlays (#4302)

## Problem

Nuclear fallout was rendering on top of UI overlays (most visibly the
SAM launcher range circles), hiding them.

## Cause

In `renderOverlays()` (`src/client/render/gl/Renderer.ts`), the fallout
bloom pass was drawn near the end of the overlay sequence — after the
SAM radius, range circles, structures, bars, etc. — so it painted over
all of them.

## Fix

Moved `bloomPass.draw(...)` (fallout bloom) to draw right after the
ground units and before all UI overlays. Fallout is a
ground-contamination effect, so it now sits above the terrain/units but
below every UI overlay, which all render on top.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Evan
2026-06-15 21:35:53 -07:00
committed by GitHub
parent 10ca2d1230
commit 0639cdb29b
+1 -1
View File
@@ -1144,6 +1144,7 @@ export class GPURenderer {
if (pe.borderStamp) this.borderStampPass.draw(cam);
if (pe.railroad) this.railroadPass.draw(cam, zoom);
if (pe.unit) this.unitPass.drawGround(cam);
if (pe.falloutBloom) this.bloomPass.draw(cam, this.frameTick);
this.samRadiusPass.draw(cam);
this.rangeCirclePass.draw(cam);
this.nukeTrajectoryPass.draw(cam);
@@ -1155,7 +1156,6 @@ export class GPURenderer {
this.selectionBoxPass.draw(cam, this.frameTick);
this.moveIndicatorPass.draw(cam, zoom);
this.nukeTelegraphPass.draw(cam);
if (pe.falloutBloom) this.bloomPass.draw(cam, this.frameTick);
if (pe.trail) this.trailPass.draw(cam);
if (pe.unit) this.unitPass.drawMissiles(cam);