From b90ec3b4426f7639e354d16e8388a5b61b9d45ef Mon Sep 17 00:00:00 2001 From: Jummit Date: Sat, 2 Nov 2019 11:49:40 +0100 Subject: [PATCH] finish TileMap docs --- doc/classes/TileMap.xml | 3 +++ 1 file changed, 3 insertions(+) diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 75eb8b58628..7376f624cb0 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -43,6 +43,7 @@ + Returns the coordinate of the autotile variation in the tileset. Returns a zero vector if the cell doesn't have autotiling. @@ -255,6 +256,7 @@ + If [code]true[/code], the cell's UVs will be clipped. The custom [Transform2D] to be applied to the TileMap's cells. @@ -294,6 +296,7 @@ If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body. + If [code]true[/code], this tilemap's collision shape will be added to the collision shape of the parent. The parent has to be a [CollisionObject2D]. If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 or earlier is maintained (textures move when the tile origin changes and rotate if the texture size is not homogeneous). This mode presents problems when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in which the texture could not coincide with the collision, thus it is not recommended for isometric or non-square tiles.