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Added support for Node2D and Control derived entities
I realized if you somehow decided to set up a Node2D or Control as an entity you'd end up with an error trying to apply a Vector3 value to a Vector2 property. Instead of blocking this possibility, I added a check to allow for Vector2 compatibility. In Trenchbroom you position the 2D entity from the top down view. When built in Godot, the entity will be positioned according to the X and -Y origin values, eg: Vector3(64, -64, -1268) becomes Vector2(64, 64). This will allow mappers to add things like per map UI elements or screen effects without needing to anchor them to a Node3D.
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