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admin
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Claude Opus 5
4f546c0e08
game-maker / gate (push)
Successful in 1m55s
Details
game-maker / suite (push)
Successful in 6m50s
Details
Number fields drop trailing zeros: formatNumber still rounds to at most 3 decimals and then removes zeros at the end, so 100.000 reads 100 and 0.500 reads 0.5, everywhere (inspector, graph and shader nodes, duration and fps in the animation and tile tabs); a field's own decimals is now an upper limit, stored values are unchanged, -0 still shows as 0, and the graph's separate integer rule is gone (
#172
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 14:29:00 +02:00
..
core
Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layers keep their list order and follow the hierarchy against other objects; editor scene and game use the same order through the new pure function drawSlots, a tilemap draws into one container per layer, and the tilemap panel gains a Z field for the selected layer with one undo step per change (
#174
)
2026-09-19 14:03:20 +02:00
editor
Number fields drop trailing zeros: formatNumber still rounds to at most 3 decimals and then removes zeros at the end, so 100.000 reads 100 and 0.500 reads 0.5, everywhere (inspector, graph and shader nodes, duration and fps in the animation and tile tabs); a field's own decimals is now an upper limit, stored values are unchanged, -0 still shows as 0, and the graph's separate integer rule is gone (
#172
)
2026-09-19 14:29:00 +02:00
runtime
The one-way tolerance angle is a field: a one-way collider and a one-way tile gain One-way angle (0 to 90 degrees, default 45), a contact blocks when its normal is within that angle of the blocking side, without a value the limit is bit-identical to before, and the rule holds for Move, Raycast and dynamic bodies in Rapier; tiles with different angles never merge into one rectangle, the scene view draws the angle as a cone in the middle of the thick side, and the inspector shows Blocks from and One-way angle only while One-way is on, through the new schema option shownWith (
#159
)
2026-09-19 13:13:29 +02:00
ui
Number fields drop trailing zeros: formatNumber still rounds to at most 3 decimals and then removes zeros at the end, so 100.000 reads 100 and 0.500 reads 0.5, everywhere (inspector, graph and shader nodes, duration and fps in the animation and tile tabs); a field's own decimals is now an upper limit, stored values are unchanged, -0 still shows as 0, and the graph's separate integer rule is gone (
#172
)
2026-09-19 14:29:00 +02:00
viewport
Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layers keep their list order and follow the hierarchy against other objects; editor scene and game use the same order through the new pure function drawSlots, a tilemap draws into one container per layer, and the tilemap panel gains a Z field for the selected layer with one undo step per change (
#174
)
2026-09-19 14:03:20 +02:00
main.ts
A still editor has nothing to draw, so the frame loop wakes on change (
#44
)
2026-09-14 21:41:50 +02:00
playground.ts
Consolidate duplicated editor code, trim comments, refresh README
2026-09-11 11:00:30 +02:00