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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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Fixed null reference in visual mode when trying to render a thing without a sector (reported by Ozymandias81)
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parent
b026e58a89
commit
50d458f764
5 changed files with 10 additions and 7 deletions
BIN
Build/SlimDX.dll
BIN
Build/SlimDX.dll
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@ -1,4 +1,4 @@
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URL http://devbuilds.drdteam.org/gzdbbf/
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FileName Builder.exe
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UpdateName GZDoom_Builder_Bugfix-r[REVNUM].7z
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UpdaterName GZDB_Updater-x86.7z
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UpdateName GZDoom_Builder_Bugfix-r[REVNUM]-x64.7z
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UpdaterName GZDB_Updater-x64.7z
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@ -30,6 +30,6 @@ using CodeImp.DoomBuilder;
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// Build Number
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// Revision
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//
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[assembly: AssemblyVersion("2.3.0.3029")]
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[assembly: AssemblyVersion("2.3.0.3030")]
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[assembly: NeutralResourcesLanguageAttribute("en")]
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[assembly: AssemblyHash("3c433cf")]
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[assembly: AssemblyHash("b026e58")]
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@ -964,6 +964,7 @@ namespace CodeImp.DoomBuilder.Rendering
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// [ZZ] apply desaturation
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if (t.Thing.Sector != null)
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graphics.Shaders.World3D.Desaturation = t.Thing.Sector.Desaturation;
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else graphics.Shaders.World3D.Desaturation = 0;
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// Apply changes
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ApplyMatrices3D();
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@ -1661,8 +1662,10 @@ namespace CodeImp.DoomBuilder.Rendering
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if (t.Thing.Sector != null) graphics.Shaders.World3D.LightColor = t.Thing.Sector.FogColor;
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graphics.Shaders.World3D.CameraPosition = new Vector4(cameraposition.x, cameraposition.y, cameraposition.z, t.FogFactor);
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}
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graphics.Shaders.World3D.Desaturation = t.Thing.Sector.Desaturation;
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if (t.Thing.Sector != null)
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graphics.Shaders.World3D.Desaturation = t.Thing.Sector.Desaturation;
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else graphics.Shaders.World3D.Desaturation = 0;
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GZModel model = General.Map.Data.ModeldefEntries[t.Thing.Type].Model;
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for (int j = 0; j < model.Meshes.Count; j++)
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@ -29,5 +29,5 @@ using System.Resources;
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// Build Number
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// Revision
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//
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[assembly: AssemblyVersion("2.3.0.3029")]
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[assembly: AssemblyVersion("2.3.0.3030")]
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[assembly: NeutralResourcesLanguageAttribute("en")]
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