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Claude Opus 5
d4ea04d4d6
game-maker / gate (push)
Successful in 1m56s
Details
game-maker / suite (push)
Successful in 6m54s
Details
The scene view outlines a tilemap's collision only along its outer edges: where two pieces meet, their shared stretch runs once in each direction and is not drawn, so an autotile lake is one outline without cross strokes at the quarters, merged rectangles of plain tiles and one-way tiles follow the same rule, the bridges from splitting concave outlines disappear and a piece doubled on two layers is outlined once; fill and collision stay as they were, and the result is cached per tilemap and rebuilt only when its collision data changes (
#173
)
...
Co-Authored-By: Claude Opus 5 <
noreply@anthropic.com
>
2026-09-19 12:54:53 +02:00
..
core
The scene view outlines a tilemap's collision only along its outer edges: where two pieces meet, their shared stretch runs once in each direction and is not drawn, so an autotile lake is one outline without cross strokes at the quarters, merged rectangles of plain tiles and one-way tiles follow the same rule, the bridges from splitting concave outlines disappear and a piece doubled on two layers is outlined once; fill and collision stay as they were, and the result is cached per tilemap and rebuilt only when its collision data changes (
#173
)
2026-09-19 12:54:53 +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