2D inaccuracy with texture panning and firstwall
Screenshots are from polymer/classic/polymost and finally 2D.
Issue is that texture panning does not match what you see in 2D compared to 3D. Let's focus on the blue "seat" sector Red walls represent firstwalls being used visually. I believe this is caused by how the engine processes firstwalls and the alignment of R and panning.
The seat aligns when the firstwall is at the proper 0,0 panning position, this happens when the redwall is encountered before the green wall in clockwise rotation.
When the green wall appears first, it still considers redwall as the firstwall but what would've been .point2 before ends up being the actual firstwall in this case.
This can be replicated quite easily when X flipping sectors for geometry that has been aligned with clockwise rotation in mind.
On one shot, I drag the wall ever so slightly, this "fixes" the panning to be where it should be visually in 2D mode.