diff --git a/Source/Core/Data/WADReader.cs b/Source/Core/Data/WADReader.cs index 18af40cd..d2a2b0a4 100644 --- a/Source/Core/Data/WADReader.cs +++ b/Source/Core/Data/WADReader.cs @@ -988,7 +988,10 @@ namespace CodeImp.DoomBuilder.Data if(lump != null) { voxellocation = location.GetDisplayName(); - return lump.Stream; + + // Copy stream, because model/voxel streams are expected to be disposed + lump.Stream.Seek(0, SeekOrigin.Begin); // Rewind before use + return new MemoryStream(lump.Stream.ReadAllBytes()); } } diff --git a/Source/Plugins/BuilderModes/ClassicModes/DrawGeometryMode.cs b/Source/Plugins/BuilderModes/ClassicModes/DrawGeometryMode.cs index 21ace362..e33acbea 100644 --- a/Source/Plugins/BuilderModes/ClassicModes/DrawGeometryMode.cs +++ b/Source/Plugins/BuilderModes/ClassicModes/DrawGeometryMode.cs @@ -308,10 +308,11 @@ namespace CodeImp.DoomBuilder.BuilderModes DrawnVertex p = new DrawnVertex(); p.stitch = true; //mxd. Setting these to false seems to be a good way to create invalid geometry... p.stitchline = true; //mxd + snaptocardinal = (snaptocardinal && points.Count > 0); //mxd. Don't snap to cardinal when there are no points //mxd. If snap to cardinal directions is enabled and we have points, modify mouse position Vector2D vm, gridoffset; - if(snaptocardinal && points.Count > 0) + if(snaptocardinal) { Vector2D offset = mousemappos - points[points.Count - 1].pos; @@ -354,7 +355,7 @@ namespace CodeImp.DoomBuilder.BuilderModes if(nv != null) { //mxd. Line angle must stay the same - if(snaptocardinal) //mxd + if(snaptocardinal) { Line2D ourline = new Line2D(points[points.Count - 1].pos, vm); if(Math.Round(ourline.GetSideOfLine(nv.Position), 1) == 0) @@ -377,23 +378,20 @@ namespace CodeImp.DoomBuilder.BuilderModes //mxd. Line angle must stay the same if(snaptocardinal) { - if(points.Count > 0) + Line2D ourline = new Line2D(points[points.Count - 1].pos, vm); + Line2D nearestline = new Line2D(nl.Start.Position, nl.End.Position); + Vector2D intersection = Line2D.GetIntersectionPoint(nearestline, ourline, false); + if(!float.IsNaN(intersection.x)) { - Line2D ourline = new Line2D(points[points.Count - 1].pos, vm); - Line2D nearestline = new Line2D(nl.Start.Position, nl.End.Position); - Vector2D intersection = Line2D.GetIntersectionPoint(nearestline, ourline, false); - if(!float.IsNaN(intersection.x)) - { - // Intersection is on nearestline? - float u = Line2D.GetNearestOnLine(nearestline.v1, nearestline.v2, intersection); + // Intersection is on nearestline? + float u = Line2D.GetNearestOnLine(nearestline.v1, nearestline.v2, intersection); - if(u < 0f || u > 1f) { } - else - { - p.pos = new Vector2D((float)Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals), - (float)Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals)); - return p; - } + if(u < 0f || u > 1f) { } + else + { + p.pos = new Vector2D((float)Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals), + (float)Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals)); + return p; } } }