Latest GZDoom code doesn't crash for me anymore.
Graf Zahl wrote:ADynamicLight requires setting RenderRadius to -1 anyway so that should solve this problem.
Disabling the additional sectors was not solving the problem for me before. Also, this would still mean that if someone somehow sets RenderRadius for dynamic lights it will start to crash again.
I mean, it'd still be nice to understand why DynamicLight
was unlinked successfully from it's sector, but then still attempted to render. And why this doesnt happen to any other kind of actors.
Anyway seeing as it got fixed when you deleted the forward_list, it was probably some unobvious bug with the allocators or something.
Also, unless you find yourself interested in it first, I might try to fix the software lightlevel error myself. Later. Tomorrow or so.
Latest GZDoom code doesn't crash for me anymore.
[quote="Graf Zahl"]ADynamicLight requires setting RenderRadius to -1 anyway so that should solve this problem.[/quote]
Disabling the additional sectors was not solving the problem for me before. Also, this would still mean that if someone somehow sets RenderRadius for dynamic lights it will start to crash again.
I mean, it'd still be nice to understand why DynamicLight [b][u]was unlinked successfully[/u][/b] from it's sector, but then still attempted to render. And why this doesnt happen to any other kind of actors.
Anyway seeing as it got fixed when you deleted the forward_list, it was probably some unobvious bug with the allocators or something.
Also, unless you find yourself interested in it first, I might try to fix the software lightlevel error myself. Later. Tomorrow or so.