Ah, ouch. Could it be changed to read the personnel tag in commodities.csv?
Probably not, honestly, not unless there's a vanilla use case. It'd be too much of a pain to do and make sure that it works (and that it continues to work) otherwise. There are many loose ends where I'm not *quite* sure whether they would "just work" or would need to be changed, and it's a lot of stuff to look through.
How do I get a fleet's immediate movement waypoint (e.g. "I want to go to another star system, so I am currently headed for jump point X")? Is NavigationModulePlugin.getClickToMoveLocation() what I should be using?
Hmm. So the ultimate course target is SectorAPI.getUIData().getCourseTarget(). The intermediate one... <digs in> doesn't look like it's exposed. Let me add these to CampaignUIAPI:
SectorEntityToken getCurrentCourseTarget();
SectorEntityToken getNextStepForCourse(SectorEntityToken courseTarget);
void layInCourseForNextStep(SectorEntityToken courseTarget);
String getNameForCourseTarget(SectorEntityToken entity, boolean isEndpoint);
float getLastLegDistance(SectorEntityToken courseTarget);
In the meantime, I think playerFleet.getInteractionTarget() should do the job. NavigationModulePlugin is ... ahh, I totally misinterpreted the question, thought it was about the course widget. Aha. Actually, getInteractionTarget() should work there, too, but it may not always point to that, i.e. if the fleet gets distracted chasing an enemy. getClickToMoveLocation() is just going to be some point along the path, which gets adjusted depending on how fast the fleet wants to go etc (and is iirc capped out at 10,000 units away from the fleet), it's not always going to be the destination.
A user reported a graphical glitch in my mod's use of FleetMemberPickerDialog; see the white square in
...
At a guess, what might cause such a thing?
Probably the icon rendering not being tested with icons that large - it does some stuff clearing out the destination alpha buffer and this likely means that the quads it's doing this with start overlapping for neighboring icons past a certain size and cause a bit of a mess. I *think* I may have tweaked this in the dev version? Not 100% sure.