All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
- Like 'instance' now also propagate 'XXXbody' tile class types to tilemap objects
- Fixed issue #63
- Added new string option 'Custom Data Prefix' (Default value: 'data_') to make it possible to explicitly assign
the custom property of a tile to Godot's Tile Custom Data.
Properties with a name not starting with that prefix are now assigned only to the tile's meta data.
(If neccessary, set the option to an empty string to generate the previous behavior)
- Fixed problem with tile objects being slightly off with tileset images having separation and/or margins.
- Fixed problems resulting from unreliable tileset entries (tilecount / columns).
(Both are now calculated from the width and height of the tileset image) - Fixed need for exporting with option 'Resolve object types and properties'.
Save / Save all should now being sufficient. - Fixed problem with missing meta data on alternative tiles (merged PR #60, thank you zhtsu)
- Fixed issue #56
- Fixed issue #46
- Fixed issue #53
- Fixed issue #52
- Added support for the new TileMapLayer in Godot 4.3
This required incompatible changes i.e. version 2.0.0 will not work with Godot 4.2.x or older
- Added support for 'godot_atlas_id' custom property which can be used to force specific atlas ids. This was implemented on behalf of issue #48.
- Merged Nebelun's pull request which fixes an (GDScript only) issue concerning custom types loading.
Thank you Nebelun! - Fixed issue #49
- Fixed issue #50
- Merged milana-94888u's pull request which fixes an (GDScript only) issue if a tileset name is a number.
Thank you Milana! - Fixed a rare issue if tile collision rects had zero height or zero width
- Added support for
godot_script
custom property to set a script on to a node
This was done by 'atbigelow', thank you August!
- Added new option 'no_alternative_tiles'.
If enabled any flipped/rotated tiles are no longer created as alternative tiles.
An enhancement in Godot 4.2 makes this possible.
Please note: Rotated non-sqare tiles may appear wrongly placed if this option isOn
.
This currently can't be avoided due to Godot specifics.
- Fixed issue #37 and merged Lertsenem's pull request (issue #38, his GDScript fix for #37).
- In Godot 4.2 TileMap property 'cell_quadrant_size' was renamed to 'rendering_quadrant_size'.
The list of custom properies was updated accordingly and the new name can be used.
- Merged mark-rafter's pull request (issue #36).
This fixes an issue if collision polygons on tiles are created as polylines
- Merged lmReef's pull request (issue #33) and added the C# version.
This fixes an issue with using different tilesets that use the same tile IDs - Navigation polygons still seem to need an outline (was revised in v1.6.2). This is now fixed.
- Added another option 'add_id_as_metadata' working similar like 'add_class_as_metadata'.
If enabled the Tiled object id is added to the corresponding Godot element as meta data.
This was requested in issue #32.
- Revised the creation of navigation polygons to avoid 'Deprecated...' messages in Godot 4.2.
- Revised the gid/firstgid handling to work more properly.
(In rare cases unpleasant problems could occur.)
- Added support for Tiled's Custom Types (by use of new option 'Tiled Project File')
Thanks to a proposal of 'Sythelux', see pull request #25
- Fixed two minor issues that could have occurred in rare cases.
- Added support for
godot_group
custom property to set Group on the Node
This was done by 'JoelCreatesGames', thank you Joel! - Some docu extensions to clarify recurring questions/problems
- Fixed issue #18
- Fixed 'No loader found for resource...' error (was my bad since the very first version).
It's now possible to instantiate a .tmx/.tmj directly by double clicking on it.
Thus copying the resulting .tscn parallel to the .tmx/.tmj is no longer done.
That's now left to Godot's 'Please confirm...' dialog opening upon double clicking a .tmx/.tmj
- Runtime packages for C# as well as GDScript
- Fixed issue #17
- Object Alignment on Tilesets is now supported.
- Sub rects on Tile objects resulting in sprites do work now.
- Tilesets with unsorted tile ids needed one more fix.
- For defining the mapping of Tiled objects to Godot elements Tiled's Class field was used so far.
However, this Class field is required by some users for Custom Types.
As a new feature now a property 'godot_node_type' can be used for this mapping.
It has priority i.e. if 'godot_node_type' is present the class field is no longer evaluated. - Post processors sometimes must know the content of the (Tiled) Class field.
By enabling a new option 'add_class_as_metadata' the Class field is made available in Godot.
- In rare cases tile ids in tilesets turned out to be not sorted.
This could produce errors and is now fixed.
- Tiled wangsets ('terrain sets') were previously mapped to Godot terrains to keep the terrain set names.
Strictly speaking, this was not quite correct (issue #14).
From this version on they are now mapped to Godot terrain sets and the colors ('terrains') are mapped to Godot terrains.
So the mapping is as expected.
Please note: Godot terrain sets are automatically named 'Terrain Set 0', 'Terrain Set 1' etc. and cannot be named differently (Godot 4 "feature").
The previous mapping can still be enforced using the new 'Map Wangset to Terrain' option.
- Godot custom data or meta data did not always have the right type (issue #13). This is now fixed.
- For some properties concerning layers non-existing layers were not created. This is now fixed.
- Sub rectangles in Tiled tilesets are now supported (issue #12).
- Fixed a (rare) null reference problem that came up recently.
- Fixed issue #11: If 'Use Tilemap Layers' is enabled set 'Z Index' at the respective layer and not on the canvas item.
- You (optionally) can be explicit with 'Z Index' by naming the property 'layer_z_index' or 'canvas_z_index'.
- Fixed issue #9
- Separation setting for animated tilesets had a limit, reworked that
- GDScript: Minor correction regarding wangset color
- GDScript: Fixed typo (upcoming at the end of issue #6)
- GDScript: Fixed problem in issue #7
- Changed some property names to match the reference
- Isometric: Problem resolved with offsets introduced in 1.2.0 (issue #6)
- Isometric: Tilesets used by isometric maps can be orthogonal or isometric, this now no longer matters
- Isometric: Enhanced position and rotation calculations for tile collision elements
- GDScript-only hotfix - some missing string conversions could result in error messages
(Probably no one was affected by this yet)
- New classes 'area', 'staticbody', 'characterbody', 'rigidbody' for tile objects
Assigning one of this classes to a tile object results in- Parent CollisionObject2D (according to the class) +
- Child Sprite2D (Tile object) +
- Child CollisionShapes based on those assigned to the tile in Tiled
- New class 'instance' + file property 'res_path' for all objects
for instantiating pre-existing scene files (e.g. *.tscn files)
(Feature implemented on request, issue #3) - New optional custom (bool) property 'no_import' on layers
If set to 'true' the layer is not imported
(Feature implemented on request, issue #4)
- Collision shapes on isometric tiles now properly handled
- In case of embedded tilesets some elements were skipped
- GDScript-only hotfix - somehow crept-in wrongly placed tab removed
(Probably no one was affected by this yet)
- Compatibility with Tiled 1.10: both 'class' and 'type' attributes are evaluated
- Wrong placement of tiles if tilesets with different tile sizes are used
- Physics, navigation and occluder polygons were missing on alternative tiles
(alternative tiles are created if tiles are flipped or rotated)
First published release