From b86011a6c6f56524b0388c81364c949804a2adfa Mon Sep 17 00:00:00 2001 From: adtpdn Date: Mon, 6 Jul 2026 16:42:54 +0800 Subject: [PATCH] fix: make non-walkable red blocks (Tile 4) invisible in 3D arenas --- scenes/main.gd | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/scenes/main.gd b/scenes/main.gd index d98a421..2bda9f8 100644 --- a/scenes/main.gd +++ b/scenes/main.gd @@ -177,17 +177,17 @@ func _instantiate_3d_arena(scene_path: String): func _hide_ground_tiles(): # Make normal and auxiliary ground floors invisible - # by shrinking their scale to 0. We EXCLUDE Item 4 (Wall) and 5 (Freeze) - # so they can still be seen above the 3D arena. + # by shrinking their scale to 0. We also hide 4 (non-walkable red block) + # as 3D arenas provide their own visual boundaries. We EXCLUDE 5 (Freeze). var em = $EnhancedGridMap if em and em.mesh_library: var ml = em.mesh_library.duplicate() - for id in [0, 6]: + for id in [0, 4, 6]: # Scale to 0 to hide it without triggering invalid mesh errors ml.set_item_mesh_transform(id, Transform3D().scaled(Vector3.ZERO)) em.mesh_library = ml - print("[Main] Hide tiles 0, 6 via zero-scale transform.") + print("[Main] Hide tiles 0, 4, 6 via zero-scale transform.") func _setup_effect_elevation(): var em = get_node_or_null("EnhancedGridMap")