Q | - | Disable Chunk Solidity viewing |
W | - | Display Solidity Path 0 Over Chunks |
E | - | Display Solidity Path 1 Over Chunks (for games that support two-path collision) |
R | - | Toggle angle view when viewing solidity path |
Y | - | Toggles the "Low" plane on or off |
U | - | Toggles the "High" plane on or off |
G/B | - | Decrease/Increase the Red component |
H/N | - | Decrease/Increase the Blue component |
J/M | - | Decrease/increase the Green component |
Draw Normal | - | The Tile will be drawn in normal orientation |
Draw B-Ward | - | The Tile will be mirrored horizontally |
Draw U-Down | - | The Tile will be flipped vertically. |
Draw UD + B | - | The Tile will be both mirrored horizontally and flipped vertically |
Not Solid | - | Players and objects will completely ignore the Height Map assigned to this Block |
Top Solid | - | Players and Objects will stand on top of this Block according to the Height Map, but can run through the side of it, or jump through it from below |
L/R/B Solid | - | A side-effect of the way this data is stored- Players and Objects cannot pass through the filled Height Map areas of Block from the left, right, or bottom, but they can fall through the top. |
All Solid | - | Players and Objects will treat the Height Map-filled portion of this block as completely solid. They will stand on top of it, and cannot pass through from the left, right, or bottom |
Draw Normal | - | The Block will be drawn in normal orientation |
Draw B-Ward | - | The Block will be mirrored horizontally |
Draw U-Down | - | The Block will be flipped vertically. |
Draw UD + B | - | The Block will be both mirrored horizontally and flipped vertically |