Closed mark-rafter closed 9 months ago
Hmm, I didn't consider that someone here could/would generate a polyline. Which (on tiles) has no equivalent in Godot. But I'd prefer to do the same as with points and ellipses: skip it. And not create a polygon (which additionally would fail if the polyline had only 2 points). Could you go along with that?
Hmm, I didn't consider that someone here could/would generate a polyline. Which (on tiles) has no equivalent in Godot. But I'd prefer to do the same as with points and ellipses: skip it. And not create a polygon (which additionally would fail if the polyline had only 2 points). Could you go along with that?
Well when exporting a scene from Tiled, polylines work, so I assumed YATI would have feature parity, but importing my maps with polylines caused an exception to be thrown by YATI. With this simple code change, there is now feature parity and I don't have to manually edit all my polylines into polygons, see:
Are you sure that those non-closed "polygons" afterwards in Godot really work flawless e.g. as collision objects (from all sides)? I'm quite unsure about that.
It works fine, what behaviour were you expecting?
https://github.com/Kiamo2/YATI/assets/38855689/c554609f-1cb3-4e4f-8ef3-f8d711c5bc64
If it works fine, ok. You've convinced me.
Added support for tile polyline collisions