Nice, thanks :)
Meanwhile I've got another report that might help you debug it more.
In a real turn based environment, movement costs and unit movement ranges come into play and one has to calculate paths before the movement is triggered then allow it accordingly. I can easily throw in a variable and compare it to the pathlist to decide whether or not the movement is allowed however I do need to calculate paths dynamically therefore I'm running the pathcheck on every tick, with issues:
With this capx, one of these things happens:
1- Works as intended for a while eventually locks up the canvas. May occur in the path generation phase before the movement is triggered with the mouse. Just hover the mouse around any element for a while and it'll lock up.
2- Canvas is frozen upon load, elements can be seen but are locked up.
3- Canvas is filled with a solid grey color.
This behavior has great potential and I'm getting the hang of it now. It'd be a shame if it wasn't actively developed so thanks for all the effort you've been putting into it.
(edited for clarification)