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feuerwerk
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4f546c0e08ed691028d1b60aa0db491da4f7e8a3
feuerwerk
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Claude Opus 5
47eea2f6e4
game-maker / gate (push)
Successful in 1m58s
Details
game-maker / suite (push)
Successful in 6m50s
Details
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
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 14:03:20 +02:00
..
activeCamera.ts
Show the camera's picture in the game tab without playing
2026-09-09 16:27:04 +02:00
drawOrder.ts
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
FileLibrary.ts
Two compilers that walk a graph the same way walk it through one emitter (
#85
)
2026-09-16 19:28:28 +02:00
FontLibrary.ts
Two compilers that walk a graph the same way walk it through one emitter (
#85
)
2026-09-16 19:28:28 +02:00
items.ts
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
nineSlice.ts
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
ParticleLibrary.ts
Three stores, three importers and three pickers that differ only in their type are one of each (
#85
)
2026-09-16 17:38:54 +02:00
particles.ts
A shader costs a source nothing, because a field was already one draw call (
#88
)
2026-09-14 11:06:45 +02:00
ShaderLibrary.ts
Three stores, three importers and three pickers that differ only in their type are one of each (
#85
)
2026-09-16 17:38:54 +02:00
shaders.ts
Three stores, three importers and three pickers that differ only in their type are one of each (
#85
)
2026-09-16 17:38:54 +02:00
SoundLibrary.ts
A game that is more than one scene needs a way from one to the next, so the graph can load one (
#39
)
2026-09-15 13:24:26 +02:00
symbols.ts
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
TextureLibrary.ts
Two compilers that walk a graph the same way walk it through one emitter (
#85
)
2026-09-16 19:28:28 +02:00
tilemap.ts
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
tilemapMesh.ts
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
)
2026-09-18 08:01:07 +02:00
view.ts
Trim needless comments and fix the picker width
2026-09-08 15:52:05 +02:00