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tr1/level: reset static mesh mesh count
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This ensures that if a static was previously used as an animating
sprite (with a negative mesh count) it will be reset to 1 on the
next load.

Resolves #2309.
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lahm86 committed Jan 18, 2025
1 parent 638d2b6 commit d44804d
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1 change: 1 addition & 0 deletions docs/tr1/CHANGELOG.md
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Expand Up @@ -31,6 +31,7 @@
- fixed wireframe mode discarding transparent pixels (#2315, regression from 4.2)
- fixed sprite pickup not being paused in the pause/inventory screen (#2319, regression from 4.1)
- fixed 3D pickups not being paused in the pause/inventory screen (#2319, regression from 2.16)
- fixed incorrect sprite sequences potentially animating after visiting a level with valid animating sprites (#2309, regression from 4.0)
- improved pause screen compatibility with PS1 (#2248)

## [4.7.1](https://github.com/LostArtefacts/TRX/compare/tr1-4.7...tr1-4.7.1) - 2024-12-21
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1 change: 1 addition & 0 deletions src/tr1/game/level.c
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Expand Up @@ -412,6 +412,7 @@ static void M_LoadStaticObjects(VFILE *file)
object->c.max.z = VFile_ReadS16(file);
object->flags = VFile_ReadU16(file);
object->loaded = true;
object->mesh_count = 1;
}

Benchmark_End(benchmark, NULL);
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