Kiloku
Kiloku
Using Godot's "Show collision shapes", one thing that strikes me as relevant is how many shapes there end up being way inside larger cells. Are they necessary (for digestion perhaps)?...
It's possible to generate "simplified" versions of the meshes at runtime and use them as collision shapes, using the [CreateConvexShape](https://docs.godotengine.org/en/stable/classes/class_mesh.html#class-mesh-method-create-convex-shape) function from Godot. I wish this was more controllable, so...
A quick re-read makes me realize that his needs a few cleanups. Bad variable names, commented out code from previous attempts that should just be removed, probably more. I'll change...
Requested by MediaVPs to add the HLP Bravos!
> Are you all able to reproduce this on your end or is it just me? I can reproduce it on my end, yeah.
Tagging @z64555 as this is in his wheelhouse
Disabling mipmapping in the import settings for this asset avoids this issue, but makes the icon look pixelly. I tried replacing the asset with a 10x10 version imported without mipmapping,...
I love Dear ImGui and have a little bit of experience with it. I'm in favor!
To be more serious, I have a real world scenario: My Minimap script takes a "scale" value for the size of an object in the minimap. There's a noticeable difference...
As a workaround, I managed to use tiletypes to change a tile to the specific type of stairs I needed. But of course, that's not the same as having the...