David M. Lary

Results 56 comments of David M. Lary

Ahh, damnit, I figured it out. I used homebrew to install hashlink. The homebrew recipe does not run the `make codesign_osx` step. Is there any way to add an error...

Alright, I apparently can't stop playing with this. GridMap with hexes is very fun and exactly what I need, so I figured out a solution to the tile rotation problem....

Ran into another issue with the PR. Threw together a small hex-based `GridMap`, and some code for hex cell picking using cursor raycasting. Right now `GridMap.local_to_map()` is returning a number...

> I believe, if you look closely, what you're seeing in your video is that the cell is bouncing because it is thinking it is in the tiles below at...

Ok, the code is vastly simplified (with the exception of maths) when I remove all of the layout options and use the axial coordinate system along with the level for...

Alright, those changes are in, and pushed to https://github.com/dmlary/godot/commit/6912c0b4759199aba24879846d6ff7a4e981cb5a Those changes include unit tests to verify `local_to_map()` functions correctly for the corners and edges of the cells. Here's a video...

One more push to support the Center-Y option. At this point things are working well both for top-down and fps usage with collider shapes. It's very fun to play with....

Fixed the floor grid sync issue. It's pushed to my branch. That said there's more work to be done in the grid area. With the code in this PR (without...

> The only thing I worried about with axial co-ordinates is how well it'll play with the built-in path-finding and nav mesh systems that Godot provides. I'll throw pathfinding and...

Making progress on hex selection. I fixed the issue where selection on hex grids was significantly offset. Once that was working, I switched the selection style from one big cube...