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And from the video you might think that only applies to the terrain. Like UO, every “tile” knows what materials it is. On UO, we could only change the totals every 64 tiles, and we couldn’t reflect it visually at all, because the map was baked down and static). (On Unlike UO, they can change. (On
Auto-tiling in tile maps. Just set up the probe bounds and do a fast pre-bake of static objects. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Auto-tiling in tile maps. IPv6 support.
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