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Toggling clip brushes on a specific map crashes the game #1266
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Might just be a matter of recompiling the map but the engine should gracefully handle this and not crash. |
From my testing, any map that has exactly 1 trigger will crash like this. This even happens on CSGO. Will have to dive into the differences on how they render clip brushes. |
Looks like it's related to leafs? I was getting a crash in the command computing the clipbrushes to render and the leaf + leafbrushes seemed to go out of bounds of the BSP's collision data array... Really weird, the functions look the same between 2013/GO. I don't know if there's something deeper here. |
Yup exactly. I believe it's much deeper. Had a poke around that area, comparing to TF2 code,, couldn't find anything pointing to it, |
Fun fact, this error happens on TF2 as well. Let's just say this crash may or may not be an exploit that was fixed for more modern versions of the engine. The actual fix for this specific crash (non-malicious BSPs) was changing some other related logic. |
Dos this still happen on latest? |
looks like the crash doesn't happen anymore on the latest update. |
Describe the bug
Loading the given map will crash the game if you toggle clipbrushes on. The map was made ~10/20/20 so it was pre-chaos but it worked at that point in time. There are no clip brushes on the map. Compiled using the TF2 fgd/hammer/compile pal settings/etc if that's relevant. The map itself is a simple fullbright box with a player teamspawn, teleport destination, and trigger_teleport.
To Reproduce
Steps to reproduce the behavior:
r_drawclipbrushes 2
Cannot load corrupted map.
Engine Error
popup.Expected behavior
The game should not crash
Screenshots
Desktop/Branch (please complete the following information):
OS: Windows
Branch: 0.8.8-rc
Additional context
bsp: https://cdn.discordapp.com/attachments/671175695648423959/822160010838671440/rj_projectiletele.bsp
vmf: https://cdn.discordapp.com/attachments/671175695648423959/822161965509640192/rj_projectiletele.vmf
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