vvs-
vvs-
Github is neither CI nor deployment platform. It supports integration with it though. The main problem is maintainer, who'd supply appropriate tests and scripts and will fix them promptly if...
> Please, help me to find a commit which introduced this change. This happened in b5c7606be45b72200ac9cc4ceddbc9d8be147ca8 and then removed in 8fa3ba789876776da4f86fc7dc73852fab921f7b.
That animation loop bug was already fixed in T4Larson branch. We could look for hints there.
There are switches which have triggers in flip room but no trigger after flip map. They are rare but exist. Their behavior in OT differ from original.
Another instance of apparent Z-fighting. It's visible only at a certain distance and angle. Note that it might depend on a particular driver and anti-aliasing settings. 
Looks like the above grid Z-fighting was fixed for some reason. The only commit to suspect is 25c0de08aebb23b6307bacf0fdae0bd3414be3a3, but I don't see why it should affect it. The original textures'...
Bisecting shows that it was in fact commit 1303ca6089c6c1e72d0658568056a7a61101ba0d. Weird.
Those grid Z-fighting patterns actually correspond to wireframe patterns combined with frustum clipping. So, it's related to #65 too. Notice, how a change in the camera angle brings new patterns...
Thanks. Apparently I have just too much spare time. 😔 At least somebody else can find something useful in my everyday disclosures.
Yes, I noticed it too. I have a significant drop in frame rate at the beginning of some TR5 levels. If I do nothing and just wait then it improves...