-
Notifications
You must be signed in to change notification settings - Fork 4.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
3D shadowcasting bug for weather with sight_penalty != 1.0 #65205
Comments
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
I can /confirm this is still happening on ec7537a . Let's keep it open. |
edit: I screwed the code while digging for this bug lol. That's actually my fault. edit 2: I was going to explain this scenario, but screwed up. At least I could post the original case here, using save file provided in #72508. After giving myself debug night vision and walking around, here you can see some of the pillar's shadows get truncated by the railroad, but the others' are not. I believe it's because the railroad is considered |
Describe the bug
Shadowcasting appears to pass through solid obstacles when the weather's sight_penalty is not 1.0.
Attach save file
Maple Glen-trimmed.tar.gz
Steps to reproduce
Expected behavior
Zarro boogs.
Screenshots
There must be a floor to the south of the wall for this bug to occur in this test case
Correct shadowcasting, for reference
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Portal Storms Ignore NPCs [personal_portal_storms],
No Fungal Growth [no_fungal_growth],
Bionic Professions [package_bionic_professions]
]
Additional context
Can be reproduced with 0.F so it's not a recent bug.
The text was updated successfully, but these errors were encountered: