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meleki
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feuerwerk
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bffa508ee7e8815b0fb8f3e4bc2af7dae794ef7a
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Include renames
Author
SHA1
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admin
and
Claude Opus 5
bffa508ee7
A tile gains Collision scale: below 1 each blocking cell pulls in on the sides without a blocking neighbour and stays flush towards its neighbours, so a wall of bushes becomes a narrower wall without gaps and the inner corner of an L closes cleanly; above 1 the cell grows at its open sides; on several layers the largest value counts, and the merged rectangles work in fractions of a cell with exactly the old result at 1 (
#140
)
...
game-maker / gate (push)
Successful in 1m43s
Details
game-maker / suite (push)
Successful in 6m27s
Details
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-18 15:00:07 +02:00
admin
and
Claude Opus 5
4c411c1ff3
Tilemaps can block movement: a tile gains a Solid switch, the solid cells of all layers are merged into rectangles and the placed tilemap takes part in the collision system as one body, reported as other in collision events (
#132
)
...
game-maker / gate (push)
Successful in 1m41s
Details
game-maker / suite (push)
Successful in 6m3s
Details
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-18 09:47:03 +02:00
admin
and
Claude Opus 5
732f6518ae
The autotile asset is renamed to tile and gains a plain None (1 × 1) kind, which is now the default; older projects load their autotiles as floor tiles (
#131
)
...
game-maker / gate (push)
Successful in 1m40s
Details
game-maker / suite (push)
Successful in 5m56s
Details
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-18 08:01:07 +02:00