D8H
D8H
Each time a point is transformed, the current implementation do a lot of calculus to apply an affine transformation. https://github.com/4ian/GDevelop/blob/bc606ed1be28275624678dd7c6bcc192c2da846d/GDJS/Runtime/spriteruntimeobject.ts#L847-L883 The affine transformation can be calculated only once and reused...
This is extracted from: https://github.com/4ian/GDevelop/pull/2284 It was manually checked with a version of the example that allow to switch between the 3 collision methods and change the cell size: https://www.dropbox.com/s/bvi963sqv96fs2h/PathFindingExample.zip?dl=1...
It fixes this issue: * https://github.com/4ian/GDevelop/issues/2562 ### Context * At 1st frame, a platform exists from the start. * After the 1st frame, a platform is teleported from one location...
I think some actions use the term "Force" instead of "Velocity". If this is really not the right term, I see 2 reasons that can motivate a renaming: * it...
(this PR is based on [the PR for isometry](https://github.com/4ian/GDevelop/pull/2284), so it can't be merged, it's just to open the discussion) This is a custom build of GDevelop 5 beta 110...
Edit: This no longer fix any unit test, it's probably not useful. Note: this is extracted from: https://github.com/4ian/GDevelop/pull/2574 and commited over https://github.com/4ian/GDevelop/pull/2602 ### Context * This is the issue reported...