Exerionius

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What if instead of snapping to steep slopes I want to detect it as a wall? So everything above 45° is completely unwalkable.

Can this be implemented for 3.5 tilemap as well? By tinkering around I found out that if you replace this: ```C++ int TileMap::_get_quadrant_size() const { if (y_sort_mode) { return 1;...

> Well, yeah. But it means it would not Y-sort anymore. That's not true (at least or 3.5): ![image](https://user-images.githubusercontent.com/13285909/229812928-04f5df7c-d3bf-4b13-bb2c-c8f72c8a6887.png)

The buildings on the screenshot above are actually scenes, not tiles. But the tiles are flat, you're right. I didn't check it with tiles that have some height.

> In general, if the tiles are flat, then you do not need Y-sorting on the TileMap anyway. At this point I feel extremely stupid :D I was so preoccupied...

Yes, for single column sort it may be pointless. But in a multisort case when a GridView is sorted by one particular column other columns may be in chaotic order....

Both sort asc and sort desc have their own css styles applied to links with bootstrap glyphicons, so why not apply some css for third state? Regarding: > user does...

Angular UI grid, if I'm not mistaken.

Here you go [ru.po.zip](https://github.com/user-attachments/files/18459257/ru.po.zip)

Any news on this or is it still "not planned"?