OK I've given up trying to debug this for now. I'm uploading the files I modified here to clean my project and maybe someone else can have a look too. It's a good feature and it makes the game a lot easier and enjoyable to play, so it's worth implementing at some point. Here's a screenshot of it.
It freezes the game in final or final with logging builds, but I couldn't find any problems debugging it in the debug build. I guess there are some changes in tiledraw.cpp with the debug build that prevents it from freezing.
I deleted the crash.txt that is produced after the freeze stops and the game just exits, but it was pointing to TiledMap:
rawCityIcons in tiledraw.cpp. It isn't hard to replicate the crash anyway. Just compile the final or final with logging build, let the AI play for 50-75 turns, then scroll around their empire and you'll get the freeze and crash some seconds later.
It freezes the game in final or final with logging builds, but I couldn't find any problems debugging it in the debug build. I guess there are some changes in tiledraw.cpp with the debug build that prevents it from freezing.
I deleted the crash.txt that is produced after the freeze stops and the game just exits, but it was pointing to TiledMap:
rawCityIcons in tiledraw.cpp. It isn't hard to replicate the crash anyway. Just compile the final or final with logging build, let the AI play for 50-75 turns, then scroll around their empire and you'll get the freeze and crash some seconds later.
(it might have to be moved slightly due to the border being put back in). I'm busy with the city sprites at the moment so I can't do it yet.
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