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My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. tiles editor series: (you are here) Tiles editor progress report #1. Tiles editor progress report #2. Tiles editor progress report #3. Tiles editor progress report #4. Tiles editor progress report #5.
Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ). See the full changelog since 3.4-stable
Physics: Add one-way collision to tile-set/tile-map. Physics: Fix one-way-collision detection. TileMap: Fix infinite loop when trying to bucket-delete empty tiles. Debugging: Many improvements to the editor's debugger and display of complex types. Display: Add "expand" option for window stretch aspect.
Collision and navigation debugging. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just select the "Visible Collision Shapes" and/or "Visible Navigation" options in the above menu to enable this.
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. seen as small bumps between tiles on a GridMap). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Physics: Add fixed timestep interpolation for 3D ( GH-52846 ).
Auto-tiling in tile maps. Auto-tiling in tile maps. Godot now supports auto-tiling in TileMap, authored by Mariano Suligoy ( MarianoGNU ) and enhanced by Damar Indra. This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. Bullet Physics backend.
Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes. You can probably build half a game with tiles alone! With that done, it was time to improve the user side of things.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. The random caveats and various in-dev inconsistencies with regular Unity would also be frustrating. (Reminder: for iOS, that means WebGL 1.0 and no WASM.)
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