- Download Hideous Destructor (current master commit).
- Start a new game with any class ("Rifleman" is probably easiest but anything works).
- Select "Hideous Firing Range" from the episode select.
- Far downrange are a few floating barrels. Shoot one.
- (if targetting is an issue it may be easier to either jog downrange, or cheat just(!) a red keycard (or noclip) and go through the red door on the right; it portals to the far end of the range where another barrel is floating close by the tall wall.
With CVar "hd_debug" set to > 0, debug messages will indicate that damage was dealt to the barrel, but here is where the divergence happens:
- In GZDoom 3.6.0, the barrel will "explode" and fall to the ground upon taking any damage. This is the expected behavior.
- In GZDoom 3.7.0, the barrel will not react at all. Recoil can make this hard to see, but bullets puff on the barrel "harmlessly" even though damage is registered with debugging.
I'm not sure where the problem may lie. Here is the permalink to the current target barrel actor code. Other actors seem to respond to damage as intended so I don't think it's the weapons/bullets. Reverting to previous commits of Hideous Destructor doesn't change anything, it's definitely a difference between GZD 3.6.0 and 3.7.0.
I'm running the Modern Linux x64 build (from the .deb packaged by Rachael) on Linux Mint 19.1 Cinnamon. Have not tested on any other platforms. Setting "vm_jit" to false doesn't fix the problem.
