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Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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@@ -44,6 +44,7 @@ void TileSetEditor::_import_scene(Node *scene, Ref<TileSet> p_library, bool p_me
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Node *child = scene->get_child(i);
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if (!child->cast_to<Sprite>()) {
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if (child->get_child_count()>0) {
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child=child->get_child(0);
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@@ -72,7 +73,7 @@ void TileSetEditor::_import_scene(Node *scene, Ref<TileSet> p_library, bool p_me
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p_library->tile_set_texture(id,texture);
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Vector2 phys_offset = mi->get_offset();
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Vector2 phys_offset;
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if (mi->is_centered()) {
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Size2 s;
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@@ -112,7 +113,7 @@ void TileSetEditor::_import_scene(Node *scene, Ref<TileSet> p_library, bool p_me
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}
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p_library->tile_set_texture_offset(id,Vector2());
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p_library->tile_set_texture_offset(id,mi->get_offset());
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}
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}
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