on a closer inspection, it does appear that there are serious glitches when you exceed ~12800 events in a frame- this number was *supposed* to be 20000, but the maximum number of events is definitely not working where CT intended it to. I'll see if I can isolate this glitch in a reproducible .mfa
I'll post my results later, but oddly I experienced some heavy glitch outs around ~12800 LOC, but it went back to normal when at ~14000 LOC
Try making a group with 2000 dummy lines of code and sticking them in the beginning of your event editor, and see what happens
My suspicion based on what I'm seeing in my own project is that 20000 is still the 'cap', but around ~12800 LoC, events occur out of order. I have a big group at the bottom of my code that sets the animations for all objects, and when I buffer too many lines of code in there, newly created objects aren't given their animations on the same frame, but have it assigned in the next frame, so theres a 1 frame 'blip' of the wrong animation. That would make sense if the group had somehow been misplaced to the top of the event editor
check out my brief unscientific test:
Notice how the sparkly particles appear for 1 frame as (the default stopped direction = 0) blue smoke? Well the framerate was lower on the .gif than ingame so you only see a quarter of them, but its enough to get the idea (it was happening for all of them). Rearranging the order of my events had the same effect as adding 2000 events at the top, and I imagine yours will be the same symptoms.
I'll put some effort into isolating this and making an example file, hopefully CT will be able to address it