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TileMap: Make collision visibility opt-in
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Supersedes godotengine#47204, see discussion there.
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akien-mga authored and lekoder committed Apr 24, 2021
1 parent 8beccd2 commit e6af6fb
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion doc/classes/TileMap.xml
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Expand Up @@ -326,7 +326,7 @@
<member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
The light mask assigned to all light occluders in the TileMap. The TileSet's light occluders will cast shadows only from Light2D(s) that have the same light mask(s).
</member>
<member name="show_collision" type="bool" setter="set_show_collision" getter="is_show_collision_enabled" default="true">
<member name="show_collision" type="bool" setter="set_show_collision" getter="is_show_collision_enabled" default="false">
If [code]true[/code], collision shapes are shown in the editor and at run-time. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for collision shapes to be visible at run-time.
</member>
<member name="tile_set" type="TileSet" setter="set_tileset" getter="get_tileset">
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2 changes: 1 addition & 1 deletion scene/2d/tile_map.h
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Expand Up @@ -80,7 +80,7 @@ class TileMap : public Node2D {
CollisionObject2D *collision_parent;
bool use_kinematic;
Navigation2D *navigation;
bool show_collision = true;
bool show_collision = false;

union PosKey {

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