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Most of TileSet's systems (rendering, collisions, physics, navigation, …) are now using a concept of "layers" (this might be renamed). As an example, you could now define several PhysicsBodies per tile with different collision layers/masks. Right now, there is no way to edit the tiles' properties in an efficient way.
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ).
Our script editor maintainer, Paul Batty ( Paulb23 ), implemented initial support for multi-caret editing in TextEdit, which is therefore usable in the GDScript and shader editors, as well as any other multi-line text field in the editor. Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ).
This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. It has built-in collision, occlusion and navigation polygon editors, together with the possibility to extend the resource using a tool script to have control over what subtiles do. Greatly improved 3D editor viewport.
As we announced a few months ago , Godot is participating again in the Google Summer of Code program for its 2020 edition. One of the most common uses for IK in 3D is to place a character's feet on uneven ground without clipping through the geometry, where the legs realistically adjust to the terrain.
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