[fba5c788]Light("<Name>") Persistency Bug

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[fba5c788]Light("<Name>") Persistency Bug

Postby Major Cooke » Fri Nov 05, 2021 11:07 am

As of this commit, actors that use the Light("<Name>") keyword will more often than not fail to remove the associated light afterwards. Prior behavior in GZDoom was, when it encounters a state frame without the Light keyword, the light is removed.

Code: Select allExpand view
class BulletPuff2 : Actor replaces BulletPuff
{
   Default
   {
      +NOBLOCKMAP
      +NOGRAVITY
      +RANDOMIZE
      +ZDOOMTRANS
      RenderStyle "Translucent";
      Alpha 0.5;
      VSpeed 1;
      Mass 5;
   }
   States
   {
   Spawn:
      PUFF A 4 Bright Light("ZOMBIEATK");
      PUFF B 4;
   Melee:
      PUFF CD 4;
      Stop;
   }
}
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Re: [fba5c788]Light("<Name>") Persistency Bug

Postby drfrag » Fri Nov 05, 2021 11:24 am

I think the simplest fix would be to revert the brightmaps and lights parts.
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Re: [fba5c788]Light("<Name>") Persistency Bug

Postby Rachael » Fri Nov 05, 2021 12:35 pm

Why? That commit does not even touch the lights code - just the loaders.

The issue being described here literally has nothing to do with the loaders.

Was Cooke maybe just giving a frame of reference for when the bug was discovered rather than when the bug was actually created?
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Re: [fba5c788]Light("<Name>") Persistency Bug

Postby drfrag » Fri Nov 05, 2021 1:50 pm

Yeah of course i don't know what i was thinking, must be a result of the recent lights refactor again.
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Re: [fba5c788]Light("<Name>") Persistency Bug

Postby Major Cooke » Fri Nov 05, 2021 2:42 pm

I was just indicating this is the latest commit that I discovered this was on.

Primarily because this issue was reported already but closed.
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Re: [fba5c788]Light("<Name>") Persistency Bug

Postby drfrag » Fri Nov 05, 2021 3:27 pm

That one was refixed in theory.
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Re: [fba5c788]Light("<Name>") Persistency Bug

Postby Major Cooke » Fri Nov 05, 2021 4:06 pm

Don't know if it's connected honestly. But the point is, when it enters a frame without Light() attached, sometimes the light doesn't go away. And it's present in the latest commits.
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