TileMap: Make collision visibility opt-in

Supersedes #47204, see discussion there.
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Rémi Verschelde 2021-03-26 11:18:05 +01:00
parent acbd1e8b02
commit 72a547dc9d
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2 changed files with 2 additions and 2 deletions

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@ -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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@ -80,7 +80,7 @@ private:
CollisionObject2D *collision_parent;
bool use_kinematic;
Navigation2D *navigation;
bool show_collision = true;
bool show_collision = false;
union PosKey {