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Add all collision shapes to a tile when converting scenes to TileSets
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@@ -110,13 +110,17 @@ void TileSetEditor::_import_scene(Node *scene, Ref<TileSet> p_library, bool p_me
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if (!child2->cast_to<StaticBody2D>())
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if (!child2->cast_to<StaticBody2D>())
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continue;
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continue;
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StaticBody2D *sb = child2->cast_to<StaticBody2D>();
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StaticBody2D *sb = child2->cast_to<StaticBody2D>();
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if (sb->get_shape_count()==0)
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int shape_count = sb->get_shape_count();
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if (shape_count==0)
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continue;
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continue;
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Ref<Shape2D> collision=sb->get_shape(0);
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for (int shape_index=0; shape_index<shape_count; ++shape_index)
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{
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Ref<Shape2D> collision=sb->get_shape(shape_index);
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if (collision.is_valid()) {
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if (collision.is_valid()) {
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collisions.push_back(collision);
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collisions.push_back(collision);
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}
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}
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}
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}
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}
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if (collisions.size()) {
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if (collisions.size()) {
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