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| author | Juan Linietsky | 2014-10-03 00:10:51 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2014-10-03 00:10:51 -0300 |
| commit | b24fe3dd206ce391ec4c5f68d32fc2259f275563 (patch) | |
| tree | 5d05b14d21ba1c8a484f9b7f3739a63f42ca082d /tools/editor/plugins/tile_set_editor_plugin.cpp | |
| parent | 870c075ebf67749b21b6cc0c705088bbe273f1bb (diff) | |
| download | godot-b24fe3dd206ce391ec4c5f68d32fc2259f275563.tar.gz godot-b24fe3dd206ce391ec4c5f68d32fc2259f275563.tar.zst godot-b24fe3dd206ce391ec4c5f68d32fc2259f275563.zip | |
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)
Diffstat (limited to 'tools/editor/plugins/tile_set_editor_plugin.cpp')
| -rw-r--r-- | tools/editor/plugins/tile_set_editor_plugin.cpp | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/tools/editor/plugins/tile_set_editor_plugin.cpp b/tools/editor/plugins/tile_set_editor_plugin.cpp index 6026cda4d..a51caf7d5 100644 --- a/tools/editor/plugins/tile_set_editor_plugin.cpp +++ b/tools/editor/plugins/tile_set_editor_plugin.cpp @@ -44,6 +44,7 @@ void TileSetEditor::_import_scene(Node *scene, Ref<TileSet> p_library, bool p_me Node *child = scene->get_child(i); + if (!child->cast_to<Sprite>()) { if (child->get_child_count()>0) { child=child->get_child(0); @@ -72,7 +73,7 @@ void TileSetEditor::_import_scene(Node *scene, Ref<TileSet> p_library, bool p_me p_library->tile_set_texture(id,texture); - Vector2 phys_offset = mi->get_offset(); + Vector2 phys_offset; if (mi->is_centered()) { Size2 s; @@ -112,7 +113,7 @@ void TileSetEditor::_import_scene(Node *scene, Ref<TileSet> p_library, bool p_me } - p_library->tile_set_texture_offset(id,Vector2()); + p_library->tile_set_texture_offset(id,mi->get_offset()); } } |
