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Fix first person rendering of columns with every cube filled - #5200

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Loobinex merged 1 commit into
dkfans:masterfrom
AleWin32:fix/first-person-full-height-columns
Sep 5, 2026
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Fix first person rendering of columns with every cube filled#5200
Loobinex merged 1 commit into
dkfans:masterfrom
AleWin32:fix/first-person-full-height-columns

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@AleWin32

@AleWin32 AleWin32 commented Sep 5, 2026

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I've been doing some experiments with maps in KeeperFX and found a bug.

I created a modified version of the Eversmile map featuring a large pyramid to showcase all possible height levels.

Eversmile with a big room with a piramid (all is well rendered):
Eversmile with piramid

Now with possession mode (bug, the topmost level of the pyramid has a wall extending all the way up to the ceiling):
Eversmile with piramid in possession mode

Walking in possession mode on the topmost level of the pyramid shows no floor:
Eversmile with piramid 04

Fixed:
Eversmile with piramid 05 fixed

Eversmile with piramid 06 fixed

The ceiling vertex and the top corner of a fully-filled column (all
COLUMN_STACK_HEIGHT cubes) shared the same slot in struct EngineCol. The
ceiling gets written after the column, so it overwrites that corner, and the
column's top face and topmost side stretch up to ceiling height instead of
its own.

Never showed up before because every fully-filled column in the stock maps is
blocking, and a blocking column's own height is also its ceiling, so the two
values always matched by coincidence. Shows up on a walkable one, whose
ceiling comes from the surrounding walls instead.

Isometric and cluedo view are unaffected, they don't draw a ceiling.

Gives the ceiling its own slot past the cube and abyss-wall ones.

@AleWin32
AleWin32 marked this pull request as ready for review September 5, 2026 07:50
@Loobinex
Loobinex merged commit 83bbbc2 into dkfans:master Sep 5, 2026
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2 participants