Jonathan
Jonathan
It's likely the auto-minlight stuff. Maybe it should be opt-in instead.
It's for the bottom/top of doors that go up/down, for the most part, not the faces that intersect each other.
Ah this is the same bug I just ran into. I spent a bit debugging and came to the same conclusion - it adds the _tb_mod/_tb_texture keys to the selected...
I just ran into this foot-gun; it's kinda strange, although your explanation makes sense it is extremely unintuitive from a C perspective. `9223372036854775807` is not `sint`, is `uint` but is...
Q2 requires lightmaps to be written for empty faces because of some bugs with the original game and its renderer - instead of Q1 where unwritten faces are fully black,...
I thought we had a _nolight on brushes/faces to ignore any received lighting (only allow minlight, etc) but I guess not. That'd be trivial to add since we have a...
Okay, I found it. Errors thrown by rollup have an undocumented "frame" member that has this info. It's only listed in the warning sections, not where errors are.
If you're wanting to handle the rollup errors in a special way for your own CLI, you'd catch the error, print out the frame and then print the stack. toString()...
Also, worth noting that `io.MouseDelta` is also incorrect during these warps and will match the calculated delta above, so I don't know if I have any alternatives... EDIT: the issue...
No problem! I managed to work around it for now using SDL's relative mouse mode directly, but hopefully this is a simple issue; UI controls that wrap around are pretty...