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Polished, fixed a few bugs and added new features #10

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brendor
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@brendor brendor commented Jan 11, 2015

This commit adds sorting feature similar to what SpriteRenderer has. It
also polishes a few things, such as adding popups when data loss is
about to happen, adding warnings when not having tiles selected etc.
Major thing is keeping the old data when changing the layer size. When
creating mesh, the edit mode is automatically turned on, so that user
can see his change. Also deleting the mesh turns it off. Added a new
Clear button that removes all the tiles user has set.
Position of the mesh is now synced with the position of the TileMapBehaviour's GO when user selects it.
This guarantees sync with the grid, which was not moving with the GO at all before (this was also fixed).

This commit adds sorting feature similar to what SpriteRenderer has. It
also polishes a few things, such as adding popups when data loss is
about to happen, adding warnings when not having tiles selected etc.
Major thing is keeping the old data when changing the layer size. When
creating mesh, the edit mode is automatically turned on, so that user
can see his change. Also deleting the mesh turns it off. Added a new
Clear button that removes all the tiles user has set.
The 'Default' sorting layer is now really default for the new meshes.
Changed the position bug in the roguelike demo that was probably caused
by the grid-sync (the player was one tile too low in the y-axis). Put
the mesh and player in the correct sorting order in this demo aswell.
Sorting layer was unchangeable due to a silly error...
@alexanderfast
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Hi. Thank you very much for the pull request. I'm sorry you haven't received a response until now, I must have missed the notification email. Sadly, I'm a bit swamped at work at the moment and I want to sit down and look at this properly, giving it the time it deserves. Rest assured it's on my list.

@brendor
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brendor commented Jan 29, 2015

Hey, no problem. I'm still planning to add/polish some stuff. Also I
discovered that the scene size increases dramatically when there is a lot
of tiles. This needs to be looked into. I don't think my changes could
introduce this bug, but it's possible.

On Thu, Jan 29, 2015 at 2:00 PM, Alexander Fast notifications@github.com
wrote:

Hi. Thank you very much for the pull request. I'm sorry you haven't
received a response until now, I must have missed the notification email.
Sadly, I'm a bit swamped at work at the moment and I want to sit down and
look at this properly, giving it the time it deserves. Rest assured it's on
my list.


Reply to this email directly or view it on GitHub
#10 (comment).

@alexanderfast
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Hi again. I've now had a closer look and can't see a reason why this shouldn't be merged. I did squash your last two commits and merged manually, so you probably want to rebase or recreate your fork if you want to continue working on this. Your commits became:
eb20994
1fd46ec

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2 participants