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ClockwiseSweepPolygon
can be self-intersecting
#9953
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Going to have to defer this to V13. We are running out of time before stable and this should ideally be done earlier in a cycle so we have ample time to test it. |
Originally reported by zemoloch: https://discord.com/channels/170995199584108546/1184176415139184731/1255152698903494780 ALL MODULES DISABLED? true fvtt-Scene-crypt-Rcsln2t4KKOw6tgh.json Additional comment by crovaxon: https://discord.com/channels/170995199584108546/1184176415139184731/1255161672331690059 Addendum to this bug report since I was interacting with Moloch and managed to confirm it. I created a vid demonstrating the flicker and I can identify one key terrain wall group that while it is there, will almost always trigger that flicker. But even removing the marked terrain walls will still very rarely produce a flicker if I keep spamming left and right fairly quickly on that token in the position that Moloch has in the screenshots, likely an interaction with other terrain walls. Another discovery: this happens while the token has a vision of 60 ft set. If you remove that vision and instead give it a light source of 60 ft, this flicker does not occur. 2024-06-25_15-35-55.webm |
Related Issues
The rounding of internal edge collision points in
ClockwiseSweep._getInternalEdgeCollision
can produce self-intersections, which can break the triangulation and Weiler-Atherton clipping.fvtt-Scene-clockwisesweeppolygon-bug-ILliaF3KAqYFKdBh.zip
Related Issue
fvtt-Scene-clockwisesweeppolygon-bug-AVISfGBXmLexULqs.zip
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