Merge pull request #93970 from MarblesFr/feature/collision-occlusion-options-layer-map

Add occlusion enabled option to TileMapLayer
This commit is contained in:
Rémi Verschelde
2024-08-28 00:11:40 +02:00
3 changed files with 29 additions and 2 deletions

View File

@@ -284,6 +284,9 @@
<member name="navigation_visibility_mode" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMapLayer.DebugVisibilityMode" default="0">
Show or hide the [TileMapLayer]'s navigation meshes. If set to [constant DEBUG_VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings.
</member>
<member name="occlusion_enabled" type="bool" setter="set_occlusion_enabled" getter="is_occlusion_enabled" default="true">
Enable or disable light occlusion.
</member>
<member name="rendering_quadrant_size" type="int" setter="set_rendering_quadrant_size" getter="get_rendering_quadrant_size" default="16">
The [TileMapLayer]'s quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. [member rendering_quadrant_size] defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.
The quadrant size does not apply on a Y-sorted [TileMapLayer], as tiles are grouped by Y position instead in that case.