itch.iohttp://itch.iohttps://itch.io/t/1126387/lock-grid-to-placement-destinationLock grid to Placement Destinationhttps://itch.io/t/1126387/lock-grid-to-placement-destinationThu, 24 Dec 2020 00:48:50 GMTThu, 24 Dec 2020 00:48:50 GMTThu, 24 Dec 2020 00:48:50 GMTI don't know if this would be a good feature or if it's possible; As I'm using MAST re-creating some of my maps but in a practical way, a lot of scenery decoration or events are already placed, I'm re-making my maps and then moving them to the old position the ground was for example, so I don't have to modify the position for the old decoration or characters.

After doing these things I noticed the grid is always stuck at a position, so I thought 'wouldn't it be great to lock the grid position to the 'placement destination' object? So I can move the scenery I created around and still work on it because the grid will be locked together with the scenery'. Is that possible?

Big hugs and have a merry christmas. :')

]]>
https://itch.io/t/1125248/convex-mesh-collidersConvex mesh colliders.https://itch.io/t/1125248/convex-mesh-collidersWed, 23 Dec 2020 03:35:31 GMTWed, 23 Dec 2020 03:35:31 GMTWed, 23 Dec 2020 03:35:31 GMTWhen I create prefabs I always notice that the mesh collider added to the prefab isn't selected 'convex', is there any problem for them to be convex? I'm always worried too many mesh colliders without that option selected will make my game performance heavy, even if my models are simple, but maybe someone's game uses complex models. Wouldn't it be nice to have a button to make the colliders convex when the mesh collider is added? Hugs for the dev, it's been a joy to use this plugin.

]]>
https://itch.io/t/867946/assembly-definitionAssembly Definitionhttps://itch.io/t/867946/assembly-definitionSat, 11 Jul 2020 12:09:40 GMTSat, 11 Jul 2020 12:09:40 GMTSat, 11 Jul 2020 12:09:40 GMTIt's not a big issue but having the Assembly Definition in the MAST folder helps to compile faster our projects. The DLL will be built once and that's all, instead of having it in the CSharp global DLL that is recompiled every time.

]]>
https://itch.io/t/866906/auto-release-eraser-toolAuto-release Eraser toolhttps://itch.io/t/866906/auto-release-eraser-toolFri, 10 Jul 2020 17:27:14 GMTFri, 10 Jul 2020 17:27:14 GMTFri, 10 Jul 2020 17:27:14 GMTHey ! I just tried MAST, what a wonderful tool ! 

I wanted to edit the demo scene, full of objects already. So i had to erase some, before adding mine. And every time i was clicking on the object i wanted, it didn't show up bc i was still with the Eraser.

So i suggest that when you click on an object it automatically releases the Eraser and come back to the last tool used for placement.

]]>
https://itch.io/t/809618/placing-tiles-from-underneathPlacing Tiles from underneathhttps://itch.io/t/809618/placing-tiles-from-underneathWed, 27 May 2020 10:08:41 GMTWed, 27 May 2020 10:08:41 GMTWed, 27 May 2020 10:11:18 GMTIt would be nice to be able to set tiles from underneath the placement grid . E.g. for a  roof of a dungeon. Right now you have to get rid of level elements which are above to set such elements.  This makes the whole process a bit fiddly which could be improved with this small feature. (Probably this is already possible and I am just too dumb to use it properly ^^)

]]>
https://itch.io/t/768724/tool-for-godotTool for GoDothttps://itch.io/t/768724/tool-for-godotTue, 28 Apr 2020 10:06:57 GMTTue, 28 Apr 2020 10:06:57 GMTTue, 28 Apr 2020 10:06:57 GMTI've seen how this tool eases the world building and saves a lot of time...

What about if there was a version of this tool for GoDot?

]]>
https://itch.io/t/588506/unity-2018-lts-support-and-some-feature-requestsUnity 2018 LTS support and some feature requestshttps://itch.io/t/588506/unity-2018-lts-support-and-some-feature-requestsThu, 24 Oct 2019 06:52:24 GMTThu, 24 Oct 2019 06:52:24 GMTThu, 24 Oct 2019 06:52:24 GMTHey, I know this is a new asset, so support for older system is limited, but Unity 2018 LTS support should be easy by adding:

        #if UNITY_2019_1_OR_NEWER
        SceneView.duringSceneGui -= this.OnScene;
        SceneView.duringSceneGui += this.OnScene;
        #else
        SceneView.onSceneGUIDelegate -= this.OnScene;
        SceneView.onSceneGUIDelegate += this.OnScene;
        #endif

As the delegate signature is the same.

It would be nice if MAST is committed to support Unity 2018 LTS, so I don't have to mod it every time a new version comes out :)

====

Now for some feature requests (or perhaps misunderstanding, as I am new to MAST):

- Allow users to group prefab by types. This would enable following features:

(i) A shortcut that loop over the same set of prefabs. Great if you are painting a wall and need to quickly change variations

(ii) A randomizer that randomize the same set of prefabs. Great if you want to paint in a stroke but some randomized tiles that fits.

(iii) Select a modular tile in scene and use a a shortcut to quickly switch it with a compatible prefab in the same set. Great if you paint without randomizer but want to manually add variation to break tile repetitions.

(iv) My suggestion is to use something like "Mouse Wheel + Shift" as the shortcut to loop over same set of prefabs. It's by far the fastest way to loop over large collection of modular tile variations, and is adopted by many in-house dev tool.

- When you have done this, feel free to charge people for the product.

Thx for the tool,

David

]]>
https://itch.io/t/566603/drag-n-paint-and-flood-fill-with-in-selectionDrag n Paint and Flood Fill with in selectionhttps://itch.io/t/566603/drag-n-paint-and-flood-fill-with-in-selectionSat, 28 Sep 2019 06:29:38 GMTSat, 28 Sep 2019 06:29:38 GMTSat, 28 Sep 2019 06:29:38 GMTHey, 
I downloaded MAST a few hours ago and I love it. Here are some suggestions on some tools that can improve MAST :)

Drag 'n Paint
Being able to drag with an prefab selected and have it paint continuously as you drag the mouse. This would be great for floor tiles, Walls, and the like.

Flood Fill within selection
Drag out a selection on the grid. After you confirm your selection the tool will flood fill the selection. 

Hopefully these additional tools make sense in how I described them. Thank you for making this awesome tool! :)

]]>