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I made a “master sheet” with all the tiles to keep things organized. I implemented a new material system for tiles. In addition to the visible texture, each tile had a lower resolution bitmap which defined the material at a given spot. I got rid of that and switched to a polygon based approach which plugs into Box2D.
2D Shadows with Polygonal Occluders. Improved Isometric TileMap Support (proper Z ordering of tiles and children nodes). New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc. 2D Materials. 2D Independent Z ordering per-node.
Some of the most notables feature changes in this update are: 2D: Simplify isometric tile shape polygon in TileSet to 4 vertices ( GH-70238 ). Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). See the list of PRs with the breaks compat label for details.
Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ). If you have existing scenes and resources with navigation polygons and meshes, you might want to skip beta 9 and wait for beta 10 in a few days so that your scenes and resources are ported seamlessly.
2D Shadows with Polygonal Occluders. Improved Isometric TileMap Support (proper Z ordering of tiles and children nodes). New 2D Navigation Polygon support, for efficient 2D pathfinding. Navigation Polygons can be edited visually and combined, disabled, etc. 2D Materials. 2D Independent Z ordering per-node.
the idea is to use a data.json as entry point and parse it to build different nodes with attached images and polygon colliders so that the user can add its own script to every layer. You already do a similar thing with Tiledtile maps. I’m trying to write a script to import assets from DLtk export and I need some advice.
Some of the most notables feature changes in this update are: 2D: Simplify isometric tile shape polygon in TileSet to 4 vertices ( GH-70238 ). Navigation: Use TileSet navigation layer layers when TileMap generates navigation polygons ( GH-69349 ). See the list of PRs with the breaks compat label for details.
Editor: Add one-way indicator to tile collision editor ( GH-67283 ). Editor: Improve tile editor selection appearance ( GH-60892 ). If you have existing scenes and resources with navigation polygons and meshes, you might want to skip beta 9 and wait for beta 10 in a few days so that your scenes and resources are ported seamlessly.
Editor: Make keyboard shortcuts in tile data editors consistent with tilemap editor ( GH-71517 ). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). Editor: Fix editor progress dialog having wrong GUI theme ( GH-71360 ). Multiplayer: Fix nested spawning during “ready” ( GH-71534 ).
When working on tile-sets, it's normal to have everything already drawn to a single texture but if the level uses a lot of separate images, then using an atlas may make sense to improve performance. This cuts a polygon around the used part and packs it, resulting in considerably more efficient packing. Here are such cases: Batching.
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.
seen as small bumps between tiles on a GridMap). You can move the polygon with the node transform, drag the corners to reshape it, add delete points. Anything behind the polygon will be culled from view. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon. This should show up initially as a quad.
We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just add enemies, move them around, change their properties, add colliders, platforms, tiles, etc. If you have a device with Android 5.0+, Godot can take advantage and debug over the USB cable directly. Live scene editing.
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