From f228648b12f93d76a45a1d44642615f5f785e8c8 Mon Sep 17 00:00:00 2001 From: MaxED Date: Mon, 22 Feb 2016 13:04:06 +0000 Subject: [PATCH] Fixed, Visual mode: sector geometry was not updated after changing sector brightness under a 3D floor. --- Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs b/Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs index 8da7e41b..df44ffb4 100644 --- a/Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs +++ b/Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs @@ -387,12 +387,20 @@ namespace CodeImp.DoomBuilder.BuilderModes { // This floor is part of 3D-floor if(level.sector != Sector.Sector) - ((BaseVisualSector)mode.GetVisualSector(level.sector)).Floor.OnChangeTargetBrightness(up); + { + BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector); + vs.Floor.OnChangeTargetBrightness(up); + vs.UpdateSectorGeometry(true); + } // This is actual floor of a sector with extrafloors else if(Sector.ExtraFloors.Count > 0 && !Sector.ExtraFloors[0].ExtraFloor.Floor.restrictlighting && !Sector.ExtraFloors[0].ExtraFloor.Floor.disablelighting) + { Sector.ExtraFloors[0].OnChangeTargetBrightness(up); + } else + { base.OnChangeTargetBrightness(up); + } } else {