https://gitea.wildfiregames.com/0ad/0ad/issues/7682
There was a problem in 0.27.x with so that it erroneously loaded "Acropolis Bay (2)". It's related to the filter. Removing the keyword of your map should solve it.
When i read correctly, you edit the map between the save and the load. That isn't supported.
There is a new RC at https://releases.wildfiregames.com/rc/
There are small changes to the Germans and the warning in on the summary page has been fixed.
Trigger-scripts are executed in the simulation js-interface.
I took a look at the tutorial and saw that it uses
Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification(...);
to send a message to the gui.
The gui receives the messages in "session/messages.js".
Currently the whole history-description of athens is:
On my screen this covers 4 of 5 lines. If there is more then 5 lines there is a scrollbar. So don't worry about a too long text.
While at it, the Seleucids could have a longer history-description. Currently it's only:
There is a new RC at https://releases.wildfiregames.com/rc/
Two languages where added and some issues are fixed. Among them an issue in the new Germans' sandbox map.
While there are hopefully no new ones introduced.
For me typically 1/3 is spent for the simulation (that varies a lot), 1/4 is spent for rendering and 1/6 is spent for the gui.
It's not easy to point exactly at one place where time is spent. For example there are allocations and virtual-dispatches all over the place.
Indeed this looks interesting.
To me the title is clear ^^. It's about catching exceptions. Initially that doesn't help performance but makes using threads simpler. (So more things might be moved to another thread in the long run.)