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Improved Snapping System #2
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SnazzGass
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- simplified old code - made snap a binary option, when enabled, position is snapped to 0.5, scale is snapped to 1, and rotation is snapped to 15 degrees. - scale snapping no longer affects objects smaller than the snap size - position snapping takes into account object rotation, objects of the same rotation are aligned with each other.
- Snapping is now only applied to selected objects - Snapping will not scale objects other than cubes - Cubes can't be scaled below 1 with snapping now - Increased the selection raycast distance to 1000
…rlsonMapEditor into editor-improvements
nonagonn
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Mar 5, 2025
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very nice, thanks for contribution ..
- The navigation mesh for enemies can only be generated if the level has enemies and is only generated when the level is loaded for the first time.
- check to see if an object is selected before aligning it
- grid alignment now only works on gizmo manipulation - the final, aligned transform can be viewed while manipulating the gizmo - added a wrapper group when prefab objects are spawned. Grid alignment doesn't play nice with spinning milk and pre-scaled prefab objects - Allow move step to be changed while in grid align mode
- grid snapping for position, scale, and rotation are now applied independently
- only milk gets a container group, other prefabs are free. Don't spill the milk
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