From 7ba939c0bb07833762dbcc2f71c72aadf048f663 Mon Sep 17 00:00:00 2001 From: Jenna Sloan Date: Sat, 30 Mar 2024 23:31:14 -0500 Subject: [PATCH] add thin info --- docs/content/formats/fezts.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/content/formats/fezts.md b/docs/content/formats/fezts.md index 14baba4..aa5a8f9 100644 --- a/docs/content/formats/fezts.md +++ b/docs/content/formats/fezts.md @@ -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.).|