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Message #00968
Re: Changing buildcaps to prevent blockage
+1 for breaking now and fixing this sucka.
On 09.02.2013, at 22:13, Nicolai Hähnle wrote:
> Hi everyone,
>
> as you know, there are a number of really old bugs in our tracker about how certain things can cause total blockage, especially building big buildings. Think https://bugs.launchpad.net/widelands/+bug/566970
>
> In that bug report, the discussion led to a solution that changes buildcaps so that buildings can only be built if the building does not cause the fields surrounding it to become disconnected.
>
> I still believe that this is the sanest solution, but it does have the potential to break some maps that use a lot of "acid" terrain.
>
> Is Widelands right now in a stage of the development cycle where such breakage would be okay, or should such a change be postponed until after a future release?
>
> Cheers,
> Nicolai
> --
> Lerne, wie die Welt wirklich ist,
> aber vergiss niemals, wie sie sein sollte.
>
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