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3 commits

Author SHA1 Message Date
6aefc20f63 Update ColorPallet.png, Tileset, Bunnys, Cruzefix 2023-04-10 15:02:12 +02:00
bbeb024af5 Update ColorPallet.png to have Darker Shades 2023-04-10 13:36:15 +02:00
b6486ef57f WIP: Work on new Tilemap (outlines only rn)
TODO: Shading
TODO: Update Colliders
2023-04-10 10:26:48 +02:00
13 changed files with 8 additions and 46 deletions

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@ -16,14 +16,12 @@ texture_region_size = Vector2i(32, 32)
0:0/0/probability = 2.0 0:0/0/probability = 2.0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0 0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -12, 16, -12, -8, -8.5, -12, 8.5, -12, 12, -8)
0:0/0/terrains_peering_bit/bottom_side = 0 0:0/0/terrains_peering_bit/bottom_side = 0
1:0/0 = 0 1:0/0 = 0
1:0/0/terrain_set = 0 1:0/0/terrain_set = 0
1:0/0/terrain = 0 1:0/0/terrain = 0
1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:0/0/physics_layer_0/angular_velocity = 0.0 1:0/0/physics_layer_0/angular_velocity = 0.0
1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, 12.5, 12, 16, -12, 16, -12, -8, -8, -12, 16, -12, 16, 12)
1:0/0/terrains_peering_bit/right_side = 0 1:0/0/terrains_peering_bit/right_side = 0
1:0/0/terrains_peering_bit/bottom_side = 0 1:0/0/terrains_peering_bit/bottom_side = 0
2:0/0 = 0 2:0/0 = 0
@ -31,7 +29,6 @@ texture_region_size = Vector2i(32, 32)
2:0/0/terrain = 0 2:0/0/terrain = 0
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:0/0/physics_layer_0/angular_velocity = 0.0 2:0/0/physics_layer_0/angular_velocity = 0.0
2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 12, -16, -12, 16, -12, 16, 12, 12.5, 12.5, 12, 16, -12, 16, -12.5, 12.5)
2:0/0/terrains_peering_bit/right_side = 0 2:0/0/terrains_peering_bit/right_side = 0
2:0/0/terrains_peering_bit/bottom_side = 0 2:0/0/terrains_peering_bit/bottom_side = 0
2:0/0/terrains_peering_bit/left_side = 0 2:0/0/terrains_peering_bit/left_side = 0
@ -40,7 +37,6 @@ texture_region_size = Vector2i(32, 32)
3:0/0/terrain = 0 3:0/0/terrain = 0
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/0/physics_layer_0/angular_velocity = 0.0 3:0/0/physics_layer_0/angular_velocity = 0.0
3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -16, 12, -16, -12, 8, -12, 12, -8, 12, 16, -12, 16)
3:0/0/terrains_peering_bit/bottom_side = 0 3:0/0/terrains_peering_bit/bottom_side = 0
3:0/0/terrains_peering_bit/left_side = 0 3:0/0/terrains_peering_bit/left_side = 0
4:0/0 = 0 4:0/0 = 0
@ -48,7 +44,6 @@ texture_region_size = Vector2i(32, 32)
4:0/0/terrain = 0 4:0/0/terrain = 0
4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:0/0/physics_layer_0/angular_velocity = 0.0 4:0/0/physics_layer_0/angular_velocity = 0.0
4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -12, 16, -12.5, 12.5, -16, 12, -16, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 12, 12.5, 12.5)
4:0/0/terrains_peering_bit/right_side = 0 4:0/0/terrains_peering_bit/right_side = 0
4:0/0/terrains_peering_bit/bottom_side = 0 4:0/0/terrains_peering_bit/bottom_side = 0
4:0/0/terrains_peering_bit/left_side = 0 4:0/0/terrains_peering_bit/left_side = 0
@ -59,7 +54,6 @@ texture_region_size = Vector2i(32, 32)
5:0/0/terrain = 0 5:0/0/terrain = 0
5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:0/0/physics_layer_0/angular_velocity = 0.0 5:0/0/physics_layer_0/angular_velocity = 0.0
5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -16, 12, -16, -12, 16, -12, 16, 16, -12, 16)
5:0/0/terrains_peering_bit/right_side = 0 5:0/0/terrains_peering_bit/right_side = 0
5:0/0/terrains_peering_bit/bottom_right_corner = 0 5:0/0/terrains_peering_bit/bottom_right_corner = 0
5:0/0/terrains_peering_bit/bottom_side = 0 5:0/0/terrains_peering_bit/bottom_side = 0
@ -69,7 +63,6 @@ texture_region_size = Vector2i(32, 32)
6:0/0/terrain = 0 6:0/0/terrain = 0
6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:0/0/physics_layer_0/angular_velocity = 0.0 6:0/0/physics_layer_0/angular_velocity = 0.0
6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, 12.5, 16, 12, 16, -12, -16, -12, -16, 16, 12, 16)
6:0/0/terrains_peering_bit/right_side = 0 6:0/0/terrains_peering_bit/right_side = 0
6:0/0/terrains_peering_bit/bottom_side = 0 6:0/0/terrains_peering_bit/bottom_side = 0
6:0/0/terrains_peering_bit/bottom_left_corner = 0 6:0/0/terrains_peering_bit/bottom_left_corner = 0
@ -79,7 +72,6 @@ texture_region_size = Vector2i(32, 32)
7:0/0/terrain = 0 7:0/0/terrain = 0
7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:0/0/physics_layer_0/angular_velocity = 0.0 7:0/0/physics_layer_0/angular_velocity = 0.0
7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 12, -16, -12, -12.5, -12.5, -12, -16, 16, -16, 16, 12, 12.5, 12.5, 12, 16, -12, 16, -12.5, 12.5)
7:0/0/terrains_peering_bit/right_side = 0 7:0/0/terrains_peering_bit/right_side = 0
7:0/0/terrains_peering_bit/bottom_side = 0 7:0/0/terrains_peering_bit/bottom_side = 0
7:0/0/terrains_peering_bit/left_side = 0 7:0/0/terrains_peering_bit/left_side = 0
@ -91,7 +83,7 @@ texture_region_size = Vector2i(32, 32)
8:0/0/probability = 2.0 8:0/0/probability = 2.0
8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:0/0/physics_layer_0/angular_velocity = 0.0 8:0/0/physics_layer_0/angular_velocity = 0.0
8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, -12, 16, -12, -8, -8, -12, 16, -12) 8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, 16, -5, -3, -5, -3, 16)
8:0/0/terrains_peering_bit/right_side = 0 8:0/0/terrains_peering_bit/right_side = 0
8:0/0/terrains_peering_bit/bottom_right_corner = 0 8:0/0/terrains_peering_bit/bottom_right_corner = 0
8:0/0/terrains_peering_bit/bottom_side = 0 8:0/0/terrains_peering_bit/bottom_side = 0
@ -100,7 +92,6 @@ texture_region_size = Vector2i(32, 32)
9:0/0/terrain = 0 9:0/0/terrain = 0
9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:0/0/physics_layer_0/angular_velocity = 0.0 9:0/0/physics_layer_0/angular_velocity = 0.0
9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, -12.5, 16, -12, 16, 16, -16, 16, -16, -12, -12.5, -12.5, -12, -16, 12, -16)
9:0/0/terrains_peering_bit/right_side = 0 9:0/0/terrains_peering_bit/right_side = 0
9:0/0/terrains_peering_bit/bottom_right_corner = 0 9:0/0/terrains_peering_bit/bottom_right_corner = 0
9:0/0/terrains_peering_bit/bottom_side = 0 9:0/0/terrains_peering_bit/bottom_side = 0
@ -112,7 +103,7 @@ texture_region_size = Vector2i(32, 32)
10:0/0/terrain = 0 10:0/0/terrain = 0
10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:0/0/physics_layer_0/angular_velocity = 0.0 10:0/0/physics_layer_0/angular_velocity = 0.0
10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -12, 16, 16, -16, 16, -16, -12) 10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, -16, 16, -16, -5, 16, -5)
10:0/0/terrains_peering_bit/right_side = 0 10:0/0/terrains_peering_bit/right_side = 0
10:0/0/terrains_peering_bit/bottom_right_corner = 0 10:0/0/terrains_peering_bit/bottom_right_corner = 0
10:0/0/terrains_peering_bit/bottom_side = 0 10:0/0/terrains_peering_bit/bottom_side = 0
@ -124,7 +115,7 @@ texture_region_size = Vector2i(32, 32)
11:0/0/probability = 2.0 11:0/0/probability = 2.0
11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:0/0/physics_layer_0/angular_velocity = 0.0 11:0/0/physics_layer_0/angular_velocity = 0.0
11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, -12, 8, -12, 12, -8, 12, 16) 11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 4, 16, 4, -5, -16, -5)
11:0/0/terrains_peering_bit/bottom_side = 0 11:0/0/terrains_peering_bit/bottom_side = 0
11:0/0/terrains_peering_bit/bottom_left_corner = 0 11:0/0/terrains_peering_bit/bottom_left_corner = 0
11:0/0/terrains_peering_bit/left_side = 0 11:0/0/terrains_peering_bit/left_side = 0
@ -133,7 +124,6 @@ texture_region_size = Vector2i(32, 32)
0:1/0/terrain = 0 0:1/0/terrain = 0
0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:1/0/physics_layer_0/angular_velocity = 0.0 0:1/0/physics_layer_0/angular_velocity = 0.0
0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 12, -16, 12, 16, -12, 16)
0:1/0/terrains_peering_bit/bottom_side = 0 0:1/0/terrains_peering_bit/bottom_side = 0
0:1/0/terrains_peering_bit/top_side = 0 0:1/0/terrains_peering_bit/top_side = 0
1:1/0 = 0 1:1/0 = 0
@ -141,7 +131,6 @@ texture_region_size = Vector2i(32, 32)
1:1/0/terrain = 0 1:1/0/terrain = 0
1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/0/physics_layer_0/angular_velocity = 0.0 1:1/0/physics_layer_0/angular_velocity = 0.0
1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -12, 16, -12, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 12, 12.5, 12.5)
1:1/0/terrains_peering_bit/right_side = 0 1:1/0/terrains_peering_bit/right_side = 0
1:1/0/terrains_peering_bit/bottom_side = 0 1:1/0/terrains_peering_bit/bottom_side = 0
1:1/0/terrains_peering_bit/top_side = 0 1:1/0/terrains_peering_bit/top_side = 0
@ -150,7 +139,6 @@ texture_region_size = Vector2i(32, 32)
2:1/0/terrain = 0 2:1/0/terrain = 0
2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:1/0/physics_layer_0/angular_velocity = 0.0 2:1/0/physics_layer_0/angular_velocity = 0.0
2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 12, -16, -12, -12.5, -12.5, -12, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 12, 12.5, 12.5, 12, 16, -12, 16, -12.5, 12.5)
2:1/0/terrains_peering_bit/right_side = 0 2:1/0/terrains_peering_bit/right_side = 0
2:1/0/terrains_peering_bit/bottom_side = 0 2:1/0/terrains_peering_bit/bottom_side = 0
2:1/0/terrains_peering_bit/left_side = 0 2:1/0/terrains_peering_bit/left_side = 0
@ -160,7 +148,6 @@ texture_region_size = Vector2i(32, 32)
3:1/0/terrain = 0 3:1/0/terrain = 0
3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:1/0/physics_layer_0/angular_velocity = 0.0 3:1/0/physics_layer_0/angular_velocity = 0.0
3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 12, -16, 12, 16, -12, 16, -12.5, 12.5, -16, 12, -16, -12, -12.5, -12.5)
3:1/0/terrains_peering_bit/bottom_side = 0 3:1/0/terrains_peering_bit/bottom_side = 0
3:1/0/terrains_peering_bit/left_side = 0 3:1/0/terrains_peering_bit/left_side = 0
3:1/0/terrains_peering_bit/top_side = 0 3:1/0/terrains_peering_bit/top_side = 0
@ -169,7 +156,6 @@ texture_region_size = Vector2i(32, 32)
4:1/0/terrain = 0 4:1/0/terrain = 0
4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:1/0/physics_layer_0/angular_velocity = 0.0 4:1/0/physics_layer_0/angular_velocity = 0.0
4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, -12.5, 12, -16, -12, -16, -12, 16, 16, 16, 16, -12)
4:1/0/terrains_peering_bit/right_side = 0 4:1/0/terrains_peering_bit/right_side = 0
4:1/0/terrains_peering_bit/bottom_right_corner = 0 4:1/0/terrains_peering_bit/bottom_right_corner = 0
4:1/0/terrains_peering_bit/bottom_side = 0 4:1/0/terrains_peering_bit/bottom_side = 0
@ -179,7 +165,6 @@ texture_region_size = Vector2i(32, 32)
5:1/0/terrain = 0 5:1/0/terrain = 0
5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:1/0/physics_layer_0/angular_velocity = 0.0 5:1/0/physics_layer_0/angular_velocity = 0.0
5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, -12.5, -12, -16, 16, -16, 16, 16, -16, 16, -16, -12)
5:1/0/terrains_peering_bit/right_side = 0 5:1/0/terrains_peering_bit/right_side = 0
5:1/0/terrains_peering_bit/bottom_right_corner = 0 5:1/0/terrains_peering_bit/bottom_right_corner = 0
5:1/0/terrains_peering_bit/bottom_side = 0 5:1/0/terrains_peering_bit/bottom_side = 0
@ -192,7 +177,6 @@ texture_region_size = Vector2i(32, 32)
6:1/0/terrain = 0 6:1/0/terrain = 0
6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:1/0/physics_layer_0/angular_velocity = 0.0 6:1/0/physics_layer_0/angular_velocity = 0.0
6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, -12.5, 16, -12, 16, 16, -16, 16, -16, -16, 12, -16)
6:1/0/terrains_peering_bit/right_side = 0 6:1/0/terrains_peering_bit/right_side = 0
6:1/0/terrains_peering_bit/bottom_right_corner = 0 6:1/0/terrains_peering_bit/bottom_right_corner = 0
6:1/0/terrains_peering_bit/bottom_side = 0 6:1/0/terrains_peering_bit/bottom_side = 0
@ -205,7 +189,6 @@ texture_region_size = Vector2i(32, 32)
7:1/0/terrain = 0 7:1/0/terrain = 0
7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:1/0/physics_layer_0/angular_velocity = 0.0 7:1/0/physics_layer_0/angular_velocity = 0.0
7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, -12.5, -12, -16, 12, -16, 12, 16, -16, 16, -16, -12)
7:1/0/terrains_peering_bit/bottom_side = 0 7:1/0/terrains_peering_bit/bottom_side = 0
7:1/0/terrains_peering_bit/bottom_left_corner = 0 7:1/0/terrains_peering_bit/bottom_left_corner = 0
7:1/0/terrains_peering_bit/left_side = 0 7:1/0/terrains_peering_bit/left_side = 0
@ -215,7 +198,7 @@ texture_region_size = Vector2i(32, 32)
8:1/0/terrain = 0 8:1/0/terrain = 0
8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:1/0/physics_layer_0/angular_velocity = 0.0 8:1/0/physics_layer_0/angular_velocity = 0.0
8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 16, -16, 16, 16, -12, 16) 8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, -3, 16, -3, -16)
8:1/0/terrains_peering_bit/right_side = 0 8:1/0/terrains_peering_bit/right_side = 0
8:1/0/terrains_peering_bit/bottom_right_corner = 0 8:1/0/terrains_peering_bit/bottom_right_corner = 0
8:1/0/terrains_peering_bit/bottom_side = 0 8:1/0/terrains_peering_bit/bottom_side = 0
@ -226,7 +209,6 @@ texture_region_size = Vector2i(32, 32)
9:1/0/terrain = 0 9:1/0/terrain = 0
9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:1/0/physics_layer_0/angular_velocity = 0.0 9:1/0/physics_layer_0/angular_velocity = 0.0
9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 12, 12.5, 12.5, 12, 16, -16, 16, -16, -12, -12.5, -12.5, -12, -16)
9:1/0/terrains_peering_bit/right_side = 0 9:1/0/terrains_peering_bit/right_side = 0
9:1/0/terrains_peering_bit/bottom_side = 0 9:1/0/terrains_peering_bit/bottom_side = 0
9:1/0/terrains_peering_bit/bottom_left_corner = 0 9:1/0/terrains_peering_bit/bottom_left_corner = 0
@ -238,7 +220,6 @@ texture_region_size = Vector2i(32, 32)
11:1/0/terrain = 0 11:1/0/terrain = 0
11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:1/0/physics_layer_0/angular_velocity = 0.0 11:1/0/physics_layer_0/angular_velocity = 0.0
11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, 12.5, 12, 16, -16, 16, -16, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 12)
11:1/0/terrains_peering_bit/right_side = 0 11:1/0/terrains_peering_bit/right_side = 0
11:1/0/terrains_peering_bit/bottom_side = 0 11:1/0/terrains_peering_bit/bottom_side = 0
11:1/0/terrains_peering_bit/bottom_left_corner = 0 11:1/0/terrains_peering_bit/bottom_left_corner = 0
@ -251,14 +232,12 @@ texture_region_size = Vector2i(32, 32)
0:2/0/probability = 2.0 0:2/0/probability = 2.0
0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:2/0/physics_layer_0/angular_velocity = 0.0 0:2/0/physics_layer_0/angular_velocity = 0.0
0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 12, -16, 12, 8, 8.5, 12, -8.5, 12, -12, 8)
0:2/0/terrains_peering_bit/top_side = 0 0:2/0/terrains_peering_bit/top_side = 0
1:2/0 = 0 1:2/0 = 0
1:2/0/terrain_set = 0 1:2/0/terrain_set = 0
1:2/0/terrain = 0 1:2/0/terrain = 0
1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:2/0/physics_layer_0/angular_velocity = 0.0 1:2/0/physics_layer_0/angular_velocity = 0.0
1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, -12.5, 16, -12, 16, 12, -8, 12, -12, 8, -12, -16, 12, -16)
1:2/0/terrains_peering_bit/right_side = 0 1:2/0/terrains_peering_bit/right_side = 0
1:2/0/terrains_peering_bit/top_side = 0 1:2/0/terrains_peering_bit/top_side = 0
2:2/0 = 0 2:2/0 = 0
@ -266,7 +245,6 @@ texture_region_size = Vector2i(32, 32)
2:2/0/terrain = 0 2:2/0/terrain = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0 2:2/0/physics_layer_0/angular_velocity = 0.0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -12, 16, 12, -16, 12, -16, -12, -12.5, -12.5, -12, -16, 12, -16, 12.5, -12.5)
2:2/0/terrains_peering_bit/right_side = 0 2:2/0/terrains_peering_bit/right_side = 0
2:2/0/terrains_peering_bit/left_side = 0 2:2/0/terrains_peering_bit/left_side = 0
2:2/0/terrains_peering_bit/top_side = 0 2:2/0/terrains_peering_bit/top_side = 0
@ -275,7 +253,6 @@ texture_region_size = Vector2i(32, 32)
3:2/0/terrain = 0 3:2/0/terrain = 0
3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:2/0/physics_layer_0/angular_velocity = 0.0 3:2/0/physics_layer_0/angular_velocity = 0.0
3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, -12.5, -12, -16, 12, -16, 12, 8, 8, 12, -16, 12, -16, -12)
3:2/0/terrains_peering_bit/left_side = 0 3:2/0/terrains_peering_bit/left_side = 0
3:2/0/terrains_peering_bit/top_side = 0 3:2/0/terrains_peering_bit/top_side = 0
4:2/0 = 0 4:2/0 = 0
@ -283,7 +260,6 @@ texture_region_size = Vector2i(32, 32)
4:2/0/terrain = 0 4:2/0/terrain = 0
4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:2/0/physics_layer_0/angular_velocity = 0.0 4:2/0/physics_layer_0/angular_velocity = 0.0
4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, 12.5, 12, 16, -12, 16, -12, -16, 16, -16, 16, 12)
4:2/0/terrains_peering_bit/right_side = 0 4:2/0/terrains_peering_bit/right_side = 0
4:2/0/terrains_peering_bit/bottom_side = 0 4:2/0/terrains_peering_bit/bottom_side = 0
4:2/0/terrains_peering_bit/top_side = 0 4:2/0/terrains_peering_bit/top_side = 0
@ -293,7 +269,6 @@ texture_region_size = Vector2i(32, 32)
5:2/0/terrain = 0 5:2/0/terrain = 0
5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:2/0/physics_layer_0/angular_velocity = 0.0 5:2/0/physics_layer_0/angular_velocity = 0.0
5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -16, 12, -16, -16, 16, -16, 16, 16, -12, 16)
5:2/0/terrains_peering_bit/right_side = 0 5:2/0/terrains_peering_bit/right_side = 0
5:2/0/terrains_peering_bit/bottom_right_corner = 0 5:2/0/terrains_peering_bit/bottom_right_corner = 0
5:2/0/terrains_peering_bit/bottom_side = 0 5:2/0/terrains_peering_bit/bottom_side = 0
@ -306,7 +281,6 @@ texture_region_size = Vector2i(32, 32)
6:2/0/terrain = 0 6:2/0/terrain = 0
6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:2/0/physics_layer_0/angular_velocity = 0.0 6:2/0/physics_layer_0/angular_velocity = 0.0
6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, 12.5, 12, 16, -16, 16, -16, -16, 16, -16, 16, 12)
6:2/0/terrains_peering_bit/right_side = 0 6:2/0/terrains_peering_bit/right_side = 0
6:2/0/terrains_peering_bit/bottom_side = 0 6:2/0/terrains_peering_bit/bottom_side = 0
6:2/0/terrains_peering_bit/bottom_left_corner = 0 6:2/0/terrains_peering_bit/bottom_left_corner = 0
@ -319,7 +293,6 @@ texture_region_size = Vector2i(32, 32)
7:2/0/terrain = 0 7:2/0/terrain = 0
7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:2/0/physics_layer_0/angular_velocity = 0.0 7:2/0/physics_layer_0/angular_velocity = 0.0
7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -12, 16, 12, 16, 12, -16, -16, -16, -16, 12)
7:2/0/terrains_peering_bit/bottom_side = 0 7:2/0/terrains_peering_bit/bottom_side = 0
7:2/0/terrains_peering_bit/left_side = 0 7:2/0/terrains_peering_bit/left_side = 0
7:2/0/terrains_peering_bit/top_left_corner = 0 7:2/0/terrains_peering_bit/top_left_corner = 0
@ -329,7 +302,6 @@ texture_region_size = Vector2i(32, 32)
8:2/0/terrain = 0 8:2/0/terrain = 0
8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:2/0/physics_layer_0/angular_velocity = 0.0 8:2/0/physics_layer_0/angular_velocity = 0.0
8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, -12.5, -12, -16, 16, -16, 16, 16, -12, 16, -12.5, 12.5, -16, 12, -16, -12)
8:2/0/terrains_peering_bit/right_side = 0 8:2/0/terrains_peering_bit/right_side = 0
8:2/0/terrains_peering_bit/bottom_right_corner = 0 8:2/0/terrains_peering_bit/bottom_right_corner = 0
8:2/0/terrains_peering_bit/bottom_side = 0 8:2/0/terrains_peering_bit/bottom_side = 0
@ -356,7 +328,6 @@ texture_region_size = Vector2i(32, 32)
10:2/0/terrain = 0 10:2/0/terrain = 0
10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:2/0/physics_layer_0/angular_velocity = 0.0 10:2/0/physics_layer_0/angular_velocity = 0.0
10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 16, -12, 16, -12.5, 12.5, -16, 12)
10:2/0/terrains_peering_bit/right_side = 0 10:2/0/terrains_peering_bit/right_side = 0
10:2/0/terrains_peering_bit/bottom_right_corner = 0 10:2/0/terrains_peering_bit/bottom_right_corner = 0
10:2/0/terrains_peering_bit/bottom_side = 0 10:2/0/terrains_peering_bit/bottom_side = 0
@ -368,7 +339,7 @@ texture_region_size = Vector2i(32, 32)
11:2/0/terrain = 0 11:2/0/terrain = 0
11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:2/0/physics_layer_0/angular_velocity = 0.0 11:2/0/physics_layer_0/angular_velocity = 0.0
11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -16, 16, -16, -16, 12, -16) 11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, -16, 4, -16, 4, 16)
11:2/0/terrains_peering_bit/bottom_side = 0 11:2/0/terrains_peering_bit/bottom_side = 0
11:2/0/terrains_peering_bit/bottom_left_corner = 0 11:2/0/terrains_peering_bit/bottom_left_corner = 0
11:2/0/terrains_peering_bit/left_side = 0 11:2/0/terrains_peering_bit/left_side = 0
@ -380,21 +351,18 @@ texture_region_size = Vector2i(32, 32)
0:3/0/probability = 2.0 0:3/0/probability = 2.0
0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:3/0/physics_layer_0/angular_velocity = 0.0 0:3/0/physics_layer_0/angular_velocity = 0.0
0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 12, -12, 8, -12, -8, -8, -12, 8, -12, 12, -8.5, 12, 8.5, 8, 12)
1:3/0 = 0 1:3/0 = 0
1:3/0/terrain_set = 0 1:3/0/terrain_set = 0
1:3/0/terrain = 0 1:3/0/terrain = 0
1:3/0/probability = 2.0 1:3/0/probability = 2.0
1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:3/0/physics_layer_0/angular_velocity = 0.0 1:3/0/physics_layer_0/angular_velocity = 0.0
1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -12, 16, 12, -8, 12, -12, 8.5, -12, -8.5, -8, -12)
1:3/0/terrains_peering_bit/right_side = 0 1:3/0/terrains_peering_bit/right_side = 0
2:3/0 = 0 2:3/0 = 0
2:3/0/terrain_set = 0 2:3/0/terrain_set = 0
2:3/0/terrain = 0 2:3/0/terrain = 0
2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:3/0/physics_layer_0/angular_velocity = 0.0 2:3/0/physics_layer_0/angular_velocity = 0.0
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -12, 16, 12, -16, 12, -16, -12)
2:3/0/terrains_peering_bit/right_side = 0 2:3/0/terrains_peering_bit/right_side = 0
2:3/0/terrains_peering_bit/left_side = 0 2:3/0/terrains_peering_bit/left_side = 0
3:3/0 = 0 3:3/0 = 0
@ -403,14 +371,12 @@ texture_region_size = Vector2i(32, 32)
3:3/0/probability = 2.0 3:3/0/probability = 2.0
3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:3/0/physics_layer_0/angular_velocity = 0.0 3:3/0/physics_layer_0/angular_velocity = 0.0
3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 12, -16, -12, 8, -12, 12, -8.5, 12, 8.5, 8, 12)
3:3/0/terrains_peering_bit/left_side = 0 3:3/0/terrains_peering_bit/left_side = 0
4:3/0 = 0 4:3/0 = 0
4:3/0/terrain_set = 0 4:3/0/terrain_set = 0
4:3/0/terrain = 0 4:3/0/terrain = 0
4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:3/0/physics_layer_0/angular_velocity = 0.0 4:3/0/physics_layer_0/angular_velocity = 0.0
4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -12, 16, 12, 12.5, 12.5, 12, 16, -16, 16, -16, -12, -12.5, -12.5, -12, -16, 12, -16, 12.5, -12.5)
4:3/0/terrains_peering_bit/right_side = 0 4:3/0/terrains_peering_bit/right_side = 0
4:3/0/terrains_peering_bit/bottom_side = 0 4:3/0/terrains_peering_bit/bottom_side = 0
4:3/0/terrains_peering_bit/bottom_left_corner = 0 4:3/0/terrains_peering_bit/bottom_left_corner = 0
@ -421,7 +387,6 @@ texture_region_size = Vector2i(32, 32)
5:3/0/terrain = 0 5:3/0/terrain = 0
5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:3/0/physics_layer_0/angular_velocity = 0.0 5:3/0/physics_layer_0/angular_velocity = 0.0
5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, -12.5, -16, -12, -16, 12, 16, 12, 16, -16, -12, -16)
5:3/0/terrains_peering_bit/right_side = 0 5:3/0/terrains_peering_bit/right_side = 0
5:3/0/terrains_peering_bit/left_side = 0 5:3/0/terrains_peering_bit/left_side = 0
5:3/0/terrains_peering_bit/top_side = 0 5:3/0/terrains_peering_bit/top_side = 0
@ -431,7 +396,6 @@ texture_region_size = Vector2i(32, 32)
6:3/0/terrain = 0 6:3/0/terrain = 0
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:3/0/physics_layer_0/angular_velocity = 0.0 6:3/0/physics_layer_0/angular_velocity = 0.0
6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, -12.5, 16, -12, 16, 12, -16, 12, -16, -16, 12, -16)
6:3/0/terrains_peering_bit/right_side = 0 6:3/0/terrains_peering_bit/right_side = 0
6:3/0/terrains_peering_bit/left_side = 0 6:3/0/terrains_peering_bit/left_side = 0
6:3/0/terrains_peering_bit/top_left_corner = 0 6:3/0/terrains_peering_bit/top_left_corner = 0
@ -441,7 +405,6 @@ texture_region_size = Vector2i(32, 32)
7:3/0/terrain = 0 7:3/0/terrain = 0
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:3/0/physics_layer_0/angular_velocity = 0.0 7:3/0/physics_layer_0/angular_velocity = 0.0
7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 16, -12, 16, -12.5, 12.5, -16, 12, -16, -12, -12.5, -12.5)
7:3/0/terrains_peering_bit/right_side = 0 7:3/0/terrains_peering_bit/right_side = 0
7:3/0/terrains_peering_bit/bottom_right_corner = 0 7:3/0/terrains_peering_bit/bottom_right_corner = 0
7:3/0/terrains_peering_bit/bottom_side = 0 7:3/0/terrains_peering_bit/bottom_side = 0
@ -453,7 +416,7 @@ texture_region_size = Vector2i(32, 32)
8:3/0/probability = 2.0 8:3/0/probability = 2.0
8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:3/0/physics_layer_0/angular_velocity = 0.0 8:3/0/physics_layer_0/angular_velocity = 0.0
8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 12, -8, 12, -12, 8, -12, -16) 8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, -1, -4, -1, -4, -16)
8:3/0/terrains_peering_bit/right_side = 0 8:3/0/terrains_peering_bit/right_side = 0
8:3/0/terrains_peering_bit/top_side = 0 8:3/0/terrains_peering_bit/top_side = 0
8:3/0/terrains_peering_bit/top_right_corner = 0 8:3/0/terrains_peering_bit/top_right_corner = 0
@ -462,7 +425,7 @@ texture_region_size = Vector2i(32, 32)
9:3/0/terrain = 0 9:3/0/terrain = 0
9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:3/0/physics_layer_0/angular_velocity = 0.0 9:3/0/physics_layer_0/angular_velocity = 0.0
9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 12, -16, -16, 16, -16, 16, 12) 9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1, -16, -1)
9:3/0/terrains_peering_bit/right_side = 0 9:3/0/terrains_peering_bit/right_side = 0
9:3/0/terrains_peering_bit/left_side = 0 9:3/0/terrains_peering_bit/left_side = 0
9:3/0/terrains_peering_bit/top_left_corner = 0 9:3/0/terrains_peering_bit/top_left_corner = 0
@ -473,7 +436,6 @@ texture_region_size = Vector2i(32, 32)
10:3/0/terrain = 0 10:3/0/terrain = 0
10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:3/0/physics_layer_0/angular_velocity = 0.0 10:3/0/physics_layer_0/angular_velocity = 0.0
10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -16, 12, -16, -16, 16, -16, 16, 12, 12.5, 12.5, 12, 16, -12, 16)
10:3/0/terrains_peering_bit/right_side = 0 10:3/0/terrains_peering_bit/right_side = 0
10:3/0/terrains_peering_bit/bottom_side = 0 10:3/0/terrains_peering_bit/bottom_side = 0
10:3/0/terrains_peering_bit/left_side = 0 10:3/0/terrains_peering_bit/left_side = 0
@ -486,7 +448,7 @@ texture_region_size = Vector2i(32, 32)
11:3/0/probability = 2.0 11:3/0/probability = 2.0
11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:3/0/physics_layer_0/angular_velocity = 0.0 11:3/0/physics_layer_0/angular_velocity = 0.0
11:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 12, -16, 12, 8, 8, 12, -16, 12) 11:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 4, -16, 4, -1, -16, -1)
11:3/0/terrains_peering_bit/left_side = 0 11:3/0/terrains_peering_bit/left_side = 0
11:3/0/terrains_peering_bit/top_left_corner = 0 11:3/0/terrains_peering_bit/top_left_corner = 0
11:3/0/terrains_peering_bit/top_side = 0 11:3/0/terrains_peering_bit/top_side = 0