From f228648b12f93d76a45a1d44642615f5f785e8c8 Mon Sep 17 00:00:00 2001
From: MaxED <j.maxed@gmail.com>
Date: Mon, 22 Feb 2016 13:04:06 +0000
Subject: [PATCH] Fixed, Visual mode: sector geometry was not updated after
 changing sector brightness under a 3D floor.

---
 Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs | 10 +++++++++-
 1 file changed, 9 insertions(+), 1 deletion(-)

diff --git a/Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs b/Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs
index 8da7e41ba..df44ffb42 100644
--- a/Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs
+++ b/Source/Plugins/BuilderModes/VisualModes/VisualFloor.cs
@@ -387,12 +387,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
 			{
 				// This floor is part of 3D-floor
 				if(level.sector != Sector.Sector)
-					((BaseVisualSector)mode.GetVisualSector(level.sector)).Floor.OnChangeTargetBrightness(up);
+				{
+					BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
+					vs.Floor.OnChangeTargetBrightness(up);
+					vs.UpdateSectorGeometry(true);
+				}
 				// This is actual floor of a sector with extrafloors
 				else if(Sector.ExtraFloors.Count > 0 && !Sector.ExtraFloors[0].ExtraFloor.Floor.restrictlighting && !Sector.ExtraFloors[0].ExtraFloor.Floor.disablelighting)
+				{
 					Sector.ExtraFloors[0].OnChangeTargetBrightness(up);
+				}
 				else
+				{
 					base.OnChangeTargetBrightness(up);
+				}
 			} 
 			else 
 			{
-- 
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