From 72a547dc9daa90edf1d5588c969a20c6c82138bb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 26 Mar 2021 11:18:05 +0100 Subject: [PATCH] TileMap: Make collision visibility opt-in Supersedes #47204, see discussion there. --- doc/classes/TileMap.xml | 2 +- scene/2d/tile_map.h | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 74a084aa2e3..40d30af2f1b 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -326,7 +326,7 @@ 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). - + 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. diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h index ccad07f8118..2fa10ee571b 100644 --- a/scene/2d/tile_map.h +++ b/scene/2d/tile_map.h @@ -80,7 +80,7 @@ private: CollisionObject2D *collision_parent; bool use_kinematic; Navigation2D *navigation; - bool show_collision = true; + bool show_collision = false; union PosKey {