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Re: Changing buildcaps to prevent blockage

 

One more +1 from me.


On 10.02.2013 00:38, Holger Rapp wrote:
+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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