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Fix client crash by skipping bad overlays when compiling the bsp - #1964

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bottiger1:fix_overlay
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Fix client crash by skipping bad overlays when compiling the bsp#1964
bottiger1 wants to merge 1 commit into
ValveSoftware:masterfrom
bottiger1:fix_overlay

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@bottiger1

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In VBSP, skip overlays that bind to an entity, they crash the client.

Client side code to ignore overlays requires access to engine code.

Description

info_overlay faces on a brush entity (func_*) bake an overlay lump the
engine resolves against the world brush, crashing clients on map load.
Only emit overlay->face bindings for world geometry (entity_num 0).
@SirYodaJedi

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Does the check properly occur after func_detail, func_ladder, etc. are collapsed to the world? I tried to check the code myself, but overlay creation (in EmitFace() in writebsp.cpp) and entity handling (in CMapFile::LoadEntityCallback() in map.cpp) happen so far apart from each other that I was having difficulty telling which happens first.

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