Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

tr1/level: reset static mesh mesh count #2328

Merged
merged 1 commit into from
Jan 18, 2025
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions docs/tr1/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,7 @@
- fixed wireframe mode discarding transparent pixels (#2315, regression from 4.2)
- fixed sprite pickup not being paused in the pause/inventory screen (#2319, regression from 4.1)
- fixed 3D pickups not being paused in the pause/inventory screen (#2319, regression from 2.16)
- fixed incorrect sprite sequences potentially animating after visiting a level with valid animating sprites (#2309, regression from 4.0)
- improved pause screen compatibility with PS1 (#2248)

## [4.7.1](https://github.com/LostArtefacts/TRX/compare/tr1-4.7...tr1-4.7.1) - 2024-12-21
Expand Down
1 change: 1 addition & 0 deletions src/tr1/game/level.c
Original file line number Diff line number Diff line change
Expand Up @@ -412,6 +412,7 @@ static void M_LoadStaticObjects(VFILE *file)
object->c.max.z = VFile_ReadS16(file);
object->flags = VFile_ReadU16(file);
object->loaded = true;
object->mesh_count = 1;
}

Benchmark_End(benchmark, NULL);
Expand Down
Loading