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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||
|---|---|---|---|---|---|---|---|---|---|
| 0003594 | Spring engine | General | public | 2013-03-18 00:16 | 2013-03-22 13:50 | ||||
| Reporter | msafwan | ||||||||
| Assigned To | Kloot | ||||||||
| Priority | normal | Severity | minor | Reproducibility | always | ||||
| Status | closed | Resolution | won't fix | ||||||
| Product Version | 93.2.1+git | ||||||||
| Target Version | Fixed in Version | ||||||||
| Summary | 0003594: lag spike when ordering (alot of) units into unpassable terrain (qtpfs & standard). | ||||||||
| Description | Lets say I made a castle that has no enterance. When I order 100 glaives into the castle there'll be a short lag spike. I think this is bad if I played spammable game (such as vs chicken) where enemy would order unit into unpassable region of my base (such as solar wall, ect) Note: I tested super latest version. | ||||||||
| Tags | No tags attached. | ||||||||
| Checked infolog.txt for Errors | |||||||||
| Attached Files |  | ||||||||
|  Relationships | ||||||
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|  Notes | |
| Kloot (developer) 2013-03-18 00:43 | wontfix because it would need expensive map preprocessing (or runtime checks that amount to pathfinding in reverse) | 
|  Issue History | |||
| Date Modified | Username | Field | Change | 
|---|---|---|---|
| 2013-03-18 00:16 | msafwan | New Issue | |
| 2013-03-18 00:43 | Kloot | Note Added: 0010108 | |
| 2013-03-18 00:43 | Kloot | Status | new => closed | 
| 2013-03-18 00:43 | Kloot | Assigned To | => Kloot | 
| 2013-03-18 00:43 | Kloot | Resolution | open => won't fix | 
| 2013-03-22 13:50 | Kloot | Relationship added | duplicate of 0003602 | 

 
	