My only joke guess is that the shadow would keep up, but since slopes became a new thing, it was confused on how to follow, so the shadow said "You know what? F*ck this. I will just get to the ceiling."
But it wound up getting stuck during mid-descending.
At least that's my opinion.
Actually, the shadow is most likely positioned using the height the sector's floor WOULD be at if it wasn't sloped. So if that was the height of the top end of the slope, then the shadow is positioned up there. If it was the bottom end... the shadow would be underneath the slope instead, lol.
Shadows make no sense, the light source is always above you making it non-realisitc.
Realistic shadows, sponsored by "Sonic Team JR" or whoever did this .
Sector light levels are static (well, they can be changed with linedef executors or something, but still), and OpenGL shadows always point away from the camera.How does that work?
How does that work? Sonics shadow is infornt of him but the shadows on the pillars are moving toward sonics direction?
If anything I can see them just being moved to the height of the slope where the player is and not sloping them at all so they work how they do with stairs right now, still has all the same issues. Maybe one day they can be replaced with proper blob shadows.
That fix would be fine with me as the shadows would at least be useful on slopes then.
Shadows underneath the player are such a standard for 3D platform games that I'm surprised SRB2 doesn't at least have a blob shadow underneath the player by default, but this is treading into suggestion territory rather than a bug report.