Streamlined scalings of the GridMaps (Terrain, Streets) which had awkward settings before which made controlling and placement of objects on it more difficult than necessary
Adjusted sprite scaling
Added TileMap3D as the base class for everything tile-related in the UH context (i.e. Vector2 based methods which internally translate into Vector3(x, 0, y))
Added wrapper methods in TileMap3D to work directly with Vector2 instead of Vector3 and use them whereever needed
Added static functions map_3_to_2(vector_3: Vector3) -> Vector2 and map_2_to_3(vector_2: Vector2) -> Vector3 in helper class Utils
Translated all relevant Vector3 occurrences into a Vector2 context
Set up World.tscn which serves as a template scene with all essential nodes to be incorporated for
generating a randomized map
creating a base scene to start with for the ingame map editor
Terrain
,Streets
) which had awkward settings before which made controlling and placement of objects on it more difficult than necessaryTileMap3D
as the base class for everything tile-related in the UH context (i.e.Vector2
based methods which internally translate intoVector3(x, 0, y)
)TileMap3D
to work directly withVector2
instead ofVector3
and use them whereever neededmap_3_to_2(vector_3: Vector3) -> Vector2
andmap_2_to_3(vector_2: Vector2) -> Vector3
in helper classUtils
Vector3
occurrences into aVector2
contextWorld.tscn
which serves as a template scene with all essential nodes to be incorporated for