@Paril Here you go, here is a vastly simplified bevels implementation that:
Just ensures that all brushes have 6 axially aligned sides, some of which may be bevels.
Ensures that those 6 axially aligned sides are first in every brush.
While I see a few minor artifacts from this change (one small missing stair on Edge), I'm not overly concerned. Because we no longer subdivide the world into 1024x cubes, Edge has been a constant battle with missing faces due to the portal complexity of the large round rooms. I'm confident I can fix this missing stair by just rejiggering hints, and this is not necessarily a new regression.
Let me know if you think this is a good idea, and if this will allow you to port those axial optimizations from Q3's trace.
@Paril Here you go, here is a vastly simplified bevels implementation that:
While I see a few minor artifacts from this change (one small missing stair on Edge), I'm not overly concerned. Because we no longer subdivide the world into 1024x cubes, Edge has been a constant battle with missing faces due to the portal complexity of the large round rooms. I'm confident I can fix this missing stair by just rejiggering hints, and this is not necessarily a new regression.
Let me know if you think this is a good idea, and if this will allow you to port those axial optimizations from Q3's trace.