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Everything is just one big texture. This gives me freedom in level design and saves work making tiles… tileable. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. Interactive elements will be placed using the in-game editor. So it’s RGBZ.
Nodes: Add modulate (color) to TileSet tiles. alpha format. Editor: Several enhancements for the tile map editor. Nodes: Implement texture flip parameters for Particles2D. alpha currently has no support for OpenGL 2.x Nodes: Add ability to change A-star cost function. Nodes: Add get_used_rect() method to TileMap.
which should soon see a new alpha build. Physics: Add one-way collision to tile-set/tile-map. Core: Use libsquish to decompress DXT textures. TileMap: Fix infinite loop when trying to bucket-delete empty tiles. branch and the start of the work on Godot 3.0, This exceptionally long development cycle for Godot 3.0
Auto-tiling in tile maps. makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. Godot will pick the right compression for textures when importing for mobile, and supply them over the network.
with 17 alpha builds distributed in 2022, and continuous development effort since 2019. You may have already seen some of this content on social media, in blog posts, or in alpha release notes. It was added relatively recently and so has not been tested in the alphas as much as other features. It has been a long road to Godot 4.0
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