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feuerwerk
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78899b1ace9e00dcc54ba5651d4b6ecce315dd2d
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Claude Opus 5
78899b1ace
game-maker / gate (push)
Successful in 1m46s
Details
game-maker / suite (push)
Successful in 6m17s
Details
Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (
#146
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-18 18:11:43 +02:00
..
core
Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (
#146
)
2026-09-18 18:11:43 +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
Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (
#146
)
2026-09-18 18:11:43 +02:00