Fix rare patch collision issue that occurs on modern builds and not original quake3 binaries #822
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
It's very similar to issue #186.
SSE and earlier (FP87) have different precision than SSE2/above. A very tiny difference in value can cause some windings (and planes) not to be created at all, resulting in collision issues compared to the original game, such as players falling through the ground.
This bug is infrequent, not sure if anyone else has experienced it (we have).
I didn't try all quake 3 maps.