View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003598 | DarkRadiant | General | public | 06.11.2013 01:35 | 24.05.2016 13:47 |
Reporter | grayman | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | closed | Resolution | unable to reproduce | ||
Product Version | 1.8.1 | ||||
Summary | 0003598: Empty func_statics | ||||
Description | If you create a func_static brush, switch to "Select Group Parts" mode, and delete the brush, the func_static object remains behind, even though it has no parts. If the func_static happens to be in the void (perhaps you were creating something before moving it into the map), dmap claims there's a leak. Since there are no parts to this func_static, you can't see it on the map. If the func_static happens to be inside the map (not in the void), it becomes a non-contributing object. Dmap doesn't care about it because it's not in the void, so you may never know it's there. | ||||
Tags | No tags attached. | ||||
>> If you create a func_static brush, switch to "Select Group Parts" mode, and delete the brush, the func_static object remains behind, even though it has no parts. I can't reproduce this. These are my steps with DR 1.8.0/1.8.1: - Start DR - Drag-create a brush - RMB > Convert to func_static - ESC to deselect - Switch to "Select Group Parts" mode - Select the brush - Hit Delete - The func_static is gone too (see also Entity List dialog) |
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I couldn't reproduce it with a new map either. So there must be some other condition that I didn't notice when I wrote the report. This isn't the first time I noticed this; I've had to track down and delete several empty func_statics over the past few months. This was just the first time I decided to report it. Leave this open and when it happens again, I'll attach the offending map. Thanks. |
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I've found a surefire way to reproduce an empty func_static. Tested on both 2.0.3 and 2.0.4 pre8. - Create a func_static from a brush - Rename the "classname" argument from "func_static" to "worldspawn" in the entity pane - Delete the brush - Undo once, worldspawn brush reappears - Undo a second time, instead of the brush turning back into a func_static it will turn into an empty FS without any primitives. The entity list is the only way you can select the FS then. |
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Wow, a bit complicated but if it's reproducible... since the repro steps are so different to the case described in the original report, I'll open a new issue from your description: 0004325 |
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I agree that the example I gave in the OP no longer fails. I'm using pre8. | |
Date Modified | Username | Field | Change |
---|---|---|---|
06.11.2013 01:35 | grayman | New Issue | |
23.12.2013 18:38 | greebo | Note Added: 0006317 | |
23.12.2013 18:38 | greebo | Status | new => feedback |
23.12.2013 19:08 | grayman | Note Added: 0006318 | |
23.12.2013 19:08 | grayman | Status | feedback => new |
23.05.2016 21:02 | Spooks | Note Added: 0008169 | |
24.05.2016 03:27 | greebo | Note Added: 0008170 | |
24.05.2016 03:30 | greebo | Relationship added | related to 0004325 |
24.05.2016 03:30 | greebo | Note Edited: 0008170 | |
24.05.2016 03:31 | greebo | Status | new => acknowledged |
24.05.2016 08:40 | greebo | Status | acknowledged => closed |
24.05.2016 08:40 | greebo | Resolution | open => unable to reproduce |
24.05.2016 13:47 | grayman | Note Added: 0008171 |