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32057a96fc8e83d98ecb298efed9f509b389a224
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Claude Opus 5
32057a96fc
game-maker / gate (push)
Successful in 1m52s
Details
game-maker / suite (push)
Successful in 6m41s
Details
Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (
#151
); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (
#141
, to be reworked)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-18 22:56:25 +02:00
..
core
Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (
#151
); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (
#141
, to be reworked)
2026-09-18 22:56:25 +02:00
editor
A placed tilemap grows and shrinks at every edge: the new GRID EDGES block in the inspector adds or removes one column or row at Left, Top, Right or Bottom as one undo step, shifting the cells of all layers and moving the placement through its own matrix so the content stays in place on screen; removed painted cells are kept outside the grid and return when the edge grows again, and the Columns and Rows fields of a placement keep the content in place too (
#136
)
2026-09-18 13:58:03 +02:00
ui
Scrolling content is narrowed by the scrollbar width while the scrollbar is shown, so it no longer sits under the bar
2026-09-18 07:29:58 +02:00
viewport
A border drawn in pixels is as wide as the texture says a pixel is, so a small sheet can frame a large sprite (
#96
)
2026-09-16 18:09:43 +02:00
helpers.ts
Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (
#150
)
2026-09-18 21:52:11 +02:00