Skip to content

Commit

Permalink
add thin info
Browse files Browse the repository at this point in the history
  • Loading branch information
Jenna1337 committed Mar 31, 2024
1 parent 0c012ab commit 7ba939c
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions docs/content/formats/fezts.md
Original file line number Diff line number Diff line change
Expand Up @@ -36,9 +36,9 @@ Top-level object stored in `.fezts.json` JSON file.
|CubemapPath|String|Unused, as triles use giant atlas texture. Should always be the same as `Name` property.|
|Size|[Vector3](#vector3)|In-game size of a trile.|
|Offset|[Vector3](#vector3)|In-game offset position from trile emplacement.|
|Immaterial|Boolean|If true, Gomez can pass through this block. Usually used for decorative triles.|
|Immaterial|Boolean|If true, Gomez can pass through this block. This trile lacks any and all collision. Usually used for decorative triles.|
|SeeThrough|Boolean|If true, the camera can render whatever is behind the trile through its transparent spots.|
|Thin|Boolean|If true, the trile is thin. Exact behaviour currently unknown.|
|Thin|Boolean|Like Immaterial, Gomez can pop through these triles, even if he is behind them. Note this property otherwise does not affect collision.|
|ForceHugging|Boolean|If true, the trile will "hug" (snap to) the nearest trile.|
|Faces|[CollisionType Dictionary](#collisiontype-dictionary)|Defines how Gomez should interfact with each face of a trile.|
|Type|[ActorType](#actortype)|Defines a type of the trile, which can give it special properties (mushroom bounce, door unlocking, bomb, etc.).|
Expand Down

0 comments on commit 7ba939c

Please sign in to comment.