<commit_before>﻿Since r4179:
<===================================================================================>
 +	Make Serfs face the house plan entrance when handing building materials to it
 +	Stonemasons/fishermen would report that resources are depleted when the only mining spots were blocked by another unit
 +	Archers behave badly when you tell them to attack directly (houses and units)
 +	Saving a game or a map in MapEd with a name ending/starting in a space crashes with "Invalid file name"
 +	In maps with elevated terrain near the top it is not possible to see units standing on the top few rows
 +	MapEd did not saved Group orders (sendGroup and AttackPosition)
 +	Only the first 16 servers would be queried correctly, subsequent servers would not show in the list
 +	Chasing down archers even with knights is ineffective, knight starts to attack and archers keep stepping away, then the knight stops and just stands there
 +	If you halt your archers after they shoot they will shoot without reloading, increasing their firing speed
 +	Game window would move when resizing below minimum allowed size (should stay in place)
	Armour smithy has shields as 2nd ouput, armour workshop has shields as 1st output. Would make sense to match them (note: simpply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
	Armour smithy has iron as 1st input, weapon smithy has iron as 2nd input (iron/coal swapped). Would make sense to match them (note: simpply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
	Better understanding of coop missions in lobby (don't require user to set teams and AI players, don't reveal map in preview, etc.)
	Deliveries should use the actual walking route length (opposed to Radius)
	AIs should retaliate when the arrow is in mid flight or when it lands, not while the archer is still aiming/firing
	Archers should step backwards when too close to attack target
	Replays sometimes end up with a mismatch while watching them, cause unknown
	AI attacks make the game lag (by using too much CPU in pathfinding ?). Vortamic is especially bad.
	Remake may be too random at battle results, too much depends on luck (test battle map outcomes with various RandSeed)
	Players that have intentionally quit (not just disconnected) should count as defeated
	Clicking on the splash screen registers the click on the main menu once it is loaded
	Screen resolution selecting is not enabled (see resolution_selector_not_available.jpg). Win lists all resolutions 800x600 .. 1366x768
	Due to archers being less powerful many campaign missions cannot be won (e.g. first battle in TSK 2, TSK 8)
	Rare stack overflow with flattening terrain recursively during stone mining near a house (which cannot be elevated) See example stonebug.jpg
	Stonemason could stuck on a mountain after flattening (stonebug2.jpg)
	Market cart should be an overlay like flagshtok to prevent duplication of its shadow (rendered when there are no wares)
	Few terrain tiles (4th, 14th) have noticeable seams on their side when looked closely at
	Copying very very long amounts of text into chat or connect IP edit boxes can cause errors when submitting them
	Opening chat or sending a message at the right moment during the reconnect cycle can cause a crash because Networking.MyIndex does not exist (or is not you) in NetPlayersList
	Using F11->File->Open/Edit Mission during an MP game will not unlock the mutex, and thus you can't enter the MP area after that until restarting the game (F11->Stop could cause the same problem?)
	If just one player cannot run the game smoothly MP will lag for everyone in his game. For example if you zoom out a lot you will get a poor frame rate and your game will run at < 10 ticks per second forcing other players down to that speed. The lagger's ping will not look any different. Maybe have a way to indicate to that player and the others on the server that he is causing the lag? Our planned 2x speed in MP will make this much worse as some computers will lag more.
	There's no message in MP when you defeat AI opponent (if you defeat human opponent it shows one)
	Listbox scrollbars jump when trying to drag them by upper/lower thumb edge [Krom]
	Unexpectedly high ping values (high_ping.jpg)
		Lewin: That's not our problem, it usually means his internet connection is not running smoothly. For example if you are downloading a file/video/youtube while playing your ping will go much higher because packets are queued and delayed by your modem when running at maximum speed. If all players have high ping that indicates a problem with the server, but in this case it's only him. It can also be due to being located a long way away from the server, although that will give you ~500 ping in the worst case (one side of the world to the other). Tell him to try a test website like pingtest.net to measure his internet connection quality

	Water looks ugly brown when you zoom out too far due to water tiles having brown checkerboard pattern (anti-aliasing won't help)
	Wooden house frames flicking on Onboard Intel HD Family Chipset (see images "Hidden House Frame Intel Onboard 1.jpg")
	Colored rectangle below cursor

Improvements:
 +	H	Refactor army management with TGroup layer
 +	L	Allow to set wares count in houses in MapEd
 +	M	FPS shown along side ping so you can easily identify the player causing lag<commit_msg>Bugreport by TDL<commit_after>﻿Since r4179:
<===================================================================================>
 +	Make Serfs face the house plan entrance when handing building materials to it
 +	Stonemasons/fishermen would report that resources are depleted when the only mining spots were blocked by another unit
 +	Archers behave badly when you tell them to attack directly (houses and units)
 +	Saving a game or a map in MapEd with a name ending/starting in a space crashes with "Invalid file name"
 +	In maps with elevated terrain near the top it is not possible to see units standing on the top few rows
 +	MapEd did not saved Group orders (sendGroup and AttackPosition)
 +	Only the first 16 servers would be queried correctly, subsequent servers would not show in the list
 +	Chasing down archers even with knights is ineffective, knight starts to attack and archers keep stepping away, then the knight stops and just stands there
 +	If you halt your archers after they shoot they will shoot without reloading, increasing their firing speed
 +	Game window would move when resizing below minimum allowed size (should stay in place)
	Armour smithy has shields as 2nd ouput, armour workshop has shields as 1st output. Would make sense to match them (note: simpply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
	Armour smithy has iron as 1st input, weapon smithy has iron as 2nd input (iron/coal swapped). Would make sense to match them (note: simpply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
	Better understanding of coop missions in lobby (don't require user to set teams and AI players, don't reveal map in preview, etc.)
	Deliveries should use the actual walking route length (opposed to Radius)
	AIs should retaliate when the arrow is in mid flight or when it lands, not while the archer is still aiming/firing
	Archers should step backwards when too close to attack target
	Replays sometimes end up with a mismatch while watching them, cause unknown
	AI attacks make the game lag (by using too much CPU in pathfinding ?). Vortamic is especially bad.
	Remake may be too random at battle results, too much depends on luck (test battle map outcomes with various RandSeed)
	Players that have intentionally quit (not just disconnected) should count as defeated
	Clicking on the splash screen registers the click on the main menu once it is loaded
	Screen resolution selecting is not enabled (see resolution_selector_not_available.jpg). Win lists all resolutions 800x600 .. 1366x768
	Due to archers being less powerful many campaign missions cannot be won (e.g. first battle in TSK 2, TSK 8)
	Rare stack overflow with flattening terrain recursively during stone mining near a house (which cannot be elevated) See example stonebug.jpg
	Stonemason could stuck on a mountain after flattening (stonebug2.jpg)
	Market cart should be an overlay like flagshtok to prevent duplication of its shadow (rendered when there are no wares)
	Few terrain tiles (4th, 14th) have noticeable seams on their side when looked closely at
	Copying very very long amounts of text into chat or connect IP edit boxes can cause errors when submitting them
	Opening chat or sending a message at the right moment during the reconnect cycle can cause a crash because Networking.MyIndex does not exist (or is not you) in NetPlayersList
	Using F11->File->Open/Edit Mission during an MP game will not unlock the mutex, and thus you can't enter the MP area after that until restarting the game (F11->Stop could cause the same problem?)
	If just one player cannot run the game smoothly MP will lag for everyone in his game. For example if you zoom out a lot you will get a poor frame rate and your game will run at < 10 ticks per second forcing other players down to that speed. The lagger's ping will not look any different. Maybe have a way to indicate to that player and the others on the server that he is causing the lag? Our planned 2x speed in MP will make this much worse as some computers will lag more.
	There's no message in MP when you defeat AI opponent (if you defeat human opponent it shows one)
	Listbox scrollbars jump when trying to drag them by upper/lower thumb edge [Krom]
	Unexpectedly high ping values (high_ping.jpg)
		Lewin: That's not our problem, it usually means his internet connection is not running smoothly. For example if you are downloading a file/video/youtube while playing your ping will go much higher because packets are queued and delayed by your modem when running at maximum speed. If all players have high ping that indicates a problem with the server, but in this case it's only him. It can also be due to being located a long way away from the server, although that will give you ~500 ping in the worst case (one side of the world to the other). Tell him to try a test website like pingtest.net to measure his internet connection quality
	Warriors do not join into groups when leaving barracks

	Water looks ugly brown when you zoom out too far due to water tiles having brown checkerboard pattern (anti-aliasing won't help)
	Wooden house frames flicking on Onboard Intel HD Family Chipset (see images "Hidden House Frame Intel Onboard 1.jpg")
	Colored rectangle below cursor

Improvements:
 +	H	Refactor army management with TGroup layer
 +	L	Allow to set wares count in houses in MapEd
 +	M	FPS shown along side ping so you can easily identify the player causing lag
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