Last time it was the top surface of the floors that were disappearing when 3D water was present, this time it's the sides and bottom surface: (plus another feature)
Spoiler: Looks fine on top...
...but go under and 3D floors start to disappear:
Screenshot_Hexen_20150412_140904.jpg
Entering an affected sector also knocks out the underwater fog:
(I'll try some other 2.1 builds when I swap to my laptop later, to try and find out when it broke)
(edit: nvm, everything before 795 has been deleted...earliest one I had was 697 and it's broke there, so somewhere between 341 and 697 is the culprit)
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/home/edward-san/zdoom/trunk/src/p_3dfloors.cpp: In function ‘int P_Set3DFloor(line_t*, int, int, int)’:
/home/edward-san/zdoom/trunk/src/p_3dfloors.cpp:224:46: error: ‘P_FindSectorFromTag’ was not declared in this scope
for (s=-1; (s = P_FindSectorFromTag(tag,s)) >= 0;)
^
/home/edward-san/zdoom/trunk/src/p_3dfloors.cpp: In function ‘void P_Recalculate3DFloors(sector_t*)’:
/home/edward-san/zdoom/trunk/src/p_3dfloors.cpp:587:16: error: ‘struct lightlist_t’ has no member named ‘fromsector’
lightlist[0].fromsector = true;
^
/home/edward-san/zdoom/trunk/src/p_3dfloors.cpp:609:14: error: ‘struct lightlist_t’ has no member named ‘fromsector’
newlight.fromsector = false;
^
/home/edward-san/zdoom/trunk/src/p_3dfloors.cpp:624:19: error: ‘struct lightlist_t’ has no member named ‘fromsector’
lightlist[0].fromsector = false;
^
/home/edward-san/zdoom/trunk/src/p_3dfloors.cpp:649:15: error: ‘struct lightlist_t’ has no member named ‘fromsector’
newlight.fromsector = false;
^
Also, vid_renderer does not exist. Maybe a copy-paste mistake?
While this will get fixed anytime now, just dropping a note if anyone who's in a hurry:
- for src/p_3dfloors.cpp, the fix is in a way already in the repo (it's the bit in an earlier commit "replaced P_FindSectorFromTag with an FSectorTagIterator class" )
- for src/gl/data/gl_data.cpp, it's close to a copy-paste of the above, just need to adjust parameters and use for example itr instead of it, as the later is already in use
...
or did I misread the content of this bug and the above is actually a new (though related) problem ?