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Seen in custom levels, originally reported by Brad on Discord.
TombEditor expands the static objects to pretend to be a part of the level geometry, but also leaves them hanging around in the room data so that they can still participate in collision tests. Later on, the sprite sequencer overrides this information with different meshes, causing the visual glitches shown above. The level looks fine inside TRView.
The text was updated successfully, but these errors were encountered:
Seen in custom levels, originally reported by Brad on Discord.
TombEditor expands the static objects to pretend to be a part of the level geometry, but also leaves them hanging around in the room data so that they can still participate in collision tests. Later on, the sprite sequencer overrides this information with different meshes, causing the visual glitches shown above. The level looks fine inside TRView.
The text was updated successfully, but these errors were encountered: