You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When moving the endpoint of an env_beam, it sometimes causes the entire beam to stop rendering when said endpoint is in the void. More specifically, when this void is between two rooms separated by void.
This only happens when the beam is created at the separate room, then has its start and end points moved to the main room. If the beam is created in the main room (i.e. where the player spawns), the issue does not happen. The issue also does not happen if the beam's endpoint falls in the void in a different direction from where the two separate rooms are (so for example, if the separate room is below the main room, the beam works fine when the end falls above the main room or to any side besides down).
To Reproduce
Create two rooms, isolated from one another by void. On one room, place the player spawn. On the other, place the env_beam as well as its start and end entities. Then, in-game, move the origin of the beam's start and end entities to the player spawn room (via commands or a script), and then move the end point such that it goes into the void between the spawn room and the separate room.
Issue Map
beam_test.zip
This map shows the effect better than me trying to explain it. The green button teleports the beams to the main room, and the red button teleports their end points down, 16 units at a time. You'll be able to see each beam disappearing as soon as they go past the floor and into the brush/void.
Expected Behavior
The env_beam should always be visible if the player can see the line or either point. This already happens if the setup specified above isn't followed.
Operating System
No response
The text was updated successfully, but these errors were encountered:
Describe the bug
When moving the endpoint of an
env_beam
, it sometimes causes the entire beam to stop rendering when said endpoint is in the void. More specifically, when this void is between two rooms separated by void.This only happens when the beam is created at the separate room, then has its start and end points moved to the main room. If the beam is created in the main room (i.e. where the player spawns), the issue does not happen. The issue also does not happen if the beam's endpoint falls in the void in a different direction from where the two separate rooms are (so for example, if the separate room is below the main room, the beam works fine when the end falls above the main room or to any side besides down).
To Reproduce
Create two rooms, isolated from one another by void. On one room, place the player spawn. On the other, place the
env_beam
as well as its start and end entities. Then, in-game, move the origin of the beam's start and end entities to the player spawn room (via commands or a script), and then move the end point such that it goes into the void between the spawn room and the separate room.Issue Map
beam_test.zip
This map shows the effect better than me trying to explain it. The green button teleports the beams to the main room, and the red button teleports their end points down, 16 units at a time. You'll be able to see each beam disappearing as soon as they go past the floor and into the brush/void.
Expected Behavior
The
env_beam
should always be visible if the player can see the line or either point. This already happens if the setup specified above isn't followed.Operating System
No response
The text was updated successfully, but these errors were encountered: