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https://github.com/Relintai/pandemonium_engine.git
synced 2025-02-02 14:25:55 +01:00
Small tweaks.
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@ -754,6 +754,7 @@ void LayeredTileMapLayer::_physics_notification(int p_what) {
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Physics2DServer *ps = Physics2DServer::get_singleton();
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switch (p_what) {
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED:
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case NOTIFICATION_TRANSFORM_CHANGED:
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// Move the collisison shapes along with the LayeredTileMap.
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if (is_inside_tree() && tile_set.is_valid()) {
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@ -789,6 +790,7 @@ void LayeredTileMapLayer::_physics_notification(int p_what) {
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}
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}
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}
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break;
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}
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}
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@ -852,7 +854,7 @@ void LayeredTileMapLayer::_physics_update_cell(CellData &r_cell_data) {
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Ref<PhysicsMaterial> physics_material = tile_set->get_physics_layer_physics_material(tile_set_physics_layer);
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uint32_t physics_layer = tile_set->get_physics_layer_collision_layer(tile_set_physics_layer);
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uint32_t physics_mask = tile_set->get_physics_layer_collision_mask(tile_set_physics_layer);
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RID body = r_cell_data.bodies[tile_set_physics_layer];
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if (tile_data->get_collision_polygons_count(tile_set_physics_layer) == 0) {
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// No body needed, free it if it exists.
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@ -1694,11 +1696,6 @@ void LayeredTileMapLayer::_renamed() {
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void LayeredTileMapLayer::_update_notify_local_transform() {
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bool notify = is_using_kinematic_bodies() || is_sort_enabled();
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if (!notify) {
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if (is_sort_enabled()) {
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notify = true;
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}
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}
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set_notify_local_transform(notify);
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}
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