+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. > > _______________________________________________ > Mailing list: https://launchpad.net/~widelands-dev > Post to : [email protected] > Unsubscribe : https://launchpad.net/~widelands-dev > More help : https://help.launchpad.net/ListHelp _______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp

