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While building map with Trenchbroom, be aware of bad brushes like this. This is too complex for its size, liable to errors like it happened while testing master version of Qodot. What I wrote on Qodot Discord:
Godot puts out error messages regarding quick_hull (https://pastebin.com/eAAYXRmz) when loading the result geometry. Turns out these little things I lazily put are to blame. This does not happen with current stable version.
(Yeah, I probably shouldn't put this kind of geometry when dealing with quake map format to begin with, but I guess this is worth reporting. Anyway good reminder to replace those things with simpler and cleaner shapes.)
The text was updated successfully, but these errors were encountered:
From Qodot Discord, Shifty's comment about quick_hull errors:
re. the quick_hull error, that one's a non-issue at runtime so you don't need to worry there
the editor invokes quick_hull to create the wireframes it displays for collision geo, and it seems to get tripped up by corner / edge cases much easier than the actual collision code
it does means brushes aren't clickable in the editor until quick_hull reruns though (ex. switching to a different scene and back), so i'll look into it
While building map with Trenchbroom, be aware of bad brushes like this. This is too complex for its size, liable to errors like it happened while testing master version of Qodot. What I wrote on Qodot Discord:
The text was updated successfully, but these errors were encountered: