QtFRED fix waypoint initial orders - #7664
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New initial orders start with no committed target (_object == -1). The target combo visually defaults to its first item, but with signals blocked that selection is never pushed to the model, and re-picking the already-shown item emits no change signal. Ship/player targets auto-commit their first valid entry inline during population; waypoint paths, individual waypoints, ship classes, and wings did not, so a new order of those types stayed uncommitted and failed validation on apply. Add a uniform fallback after the target combos are populated: if a new order has no committed target, commit the currently-shown default. No-op for ships (already committed) and existing orders (loaded with a target already set).
wookieejedi
approved these changes
Jul 29, 2026
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New initial orders start with no committed target (_object == -1). The target combo visually defaults to its first item, but with signals blocked that selection is never pushed to the model, and re-picking the already-shown item emits no change signal. Ship/player targets auto-commit their first valid entry inline during population; waypoint paths, individual waypoints, ship classes, and wings did not, so a new order of those types stayed uncommitted and failed validation on apply.
Add a uniform fallback after the target combos are populated. If a new order has no committed target, commit the currently-shown default.