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Claude Opus 5
5385d9e152
game-maker / gate (push)
Successful in 1m55s
Details
game-maker / suite (push)
Successful in 6m50s
Details
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
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 13:13:29 +02:00
..
core
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
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
One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (
#155
); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (
#153
); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (
#149
); fixes that every Rapier collider of a tilemap had the shape of its last cell
2026-09-19 11:36:11 +02:00