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Greetings.
I’ve encountered an issue with the TaskPool maximum size.
In a heavily modded campaign, I’m unable to open the submarine editor — all files and textures are loaded simultaneously, which causes the TaskPool to overflow and results in unhandled exceptions.
It might be worth making the TaskPool limit configurable instead of hard-coded, or alternatively, adjusting the task submission logic (e.g., queuing new tasks in a waiting mode or stopping older ones).
Here’s the line where the maximum pool size is defined:
| const int MaxTasks = 5000; |
This trouble is painful with 'EK' mod series, cause it adds a lot of stuff to the editor.
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