Windows 2018.25850
I can encounter false positives and false negatives when locking dats that are used as pixel shaders for GLSL Multis. I lock the dat when the shader’s working, make a modification that should break it, but it remains compiled. I can also start with an invalid shader, lock it, correct it, but it remains broken.
GLSL_Compile_bug.1.toe (3.74 KB)