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Fixed a bug that could cause a crash when going over the maximum linedef limit
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3 changed files with 21 additions and 8 deletions
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@ -1400,7 +1400,8 @@ namespace CodeImp.DoomBuilder.Geometry
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// Before this point, the new geometry is not linked with the existing geometry.
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// Now perform standard geometry stitching to merge the new geometry with the rest
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// of the map. The marked vertices indicate the new geometry.
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map.StitchGeometry();
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if (!map.StitchGeometry())
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return false;
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map.Update(true, false);
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// Find our new lines again, because they have been merged with the other geometry
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@ -2129,22 +2129,36 @@ namespace CodeImp.DoomBuilder.Map
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// Split moving lines with unselected vertices
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ICollection<Vertex> nearbyfixedverts = FilterByArea(fixedverts, ref editarea);
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if(!SplitLinesByVertices(movinglines, nearbyfixedverts, STITCH_DISTANCE, movinglines, mergemode))
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if (!SplitLinesByVertices(movinglines, nearbyfixedverts, STITCH_DISTANCE, movinglines, mergemode))
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{
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EndAddRemove(); // Unfreeze arrays before returning
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return false;
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}
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// Split non-moving lines with selected vertices
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fixedlines = new HashSet<Linedef>(fixedlines.Where(fixedline => !fixedline.IsDisposed));
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if(!SplitLinesByVertices(fixedlines, movingverts, STITCH_DISTANCE, movinglines, mergemode))
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if (!SplitLinesByVertices(fixedlines, movingverts, STITCH_DISTANCE, movinglines, mergemode))
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{
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EndAddRemove(); // Unfreeze arrays before returning
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return false;
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}
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//mxd. Split moving lines with fixed lines
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if(!SplitLinesByLines(fixedlines, movinglines, mergemode)) return false;
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if (!SplitLinesByLines(fixedlines, movinglines, mergemode))
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{
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EndAddRemove(); // Unfreeze arrays before returning
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return false;
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}
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// Remove looped linedefs
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RemoveLoopedLinedefs(movinglines);
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// Join overlapping lines
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if(!JoinOverlappingLines(movinglines)) return false;
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if (!JoinOverlappingLines(movinglines))
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{
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EndAddRemove(); // Unfreeze arrays before returning
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return false;
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}
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//mxd. Remove remaining new verts from dragged shape if possible
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if(mergemode == MergeGeometryMode.REPLACE)
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@ -839,8 +839,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
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else
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{
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// Drawing failed
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// NOTE: I have to call this twice, because the first time only cancels this volatile mode
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General.Map.UndoRedo.WithdrawUndo();
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General.Map.UndoRedo.WithdrawUndo();
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}
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}
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