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New TileSet Editor #20585
New TileSet Editor #20585
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I'm not sure if this can be chery picked for Godot 3.0.7, would be nice, but i'm not aware of backward compatibility with some changes on tilesets that could not be chery picked on previous 3.0.x releases |
Also i had some trouble to merge it so tell me if it doesnt works as ezpected, but at least i know it compiles thx to travis ci |
Glad to see that! Do you still need me to test it UX-wise? I can build and test it later today :) |
A small video would be nice showing some very basic usage so users can test it |
@NathanLovato would be glad to, if you can still compile it |
Just tried this, feels like it will be a very useful and intuitive enhancement! Thanks! A few comments while playing with it :
And this is totally unrelated to your PR so feel free to ignore this, but could you consider adding a shortcut to make a tile's collision/occluder/navigation shape take the full region they are defined on? That would be a huge time saver. |
Okay I'll test it a little later and make a short demo video for other testers here |
Amazing! |
I worked on the Godot course update and support over the past 2 days, productivity went down a little bit but I'm testing it today! Sorry for having you wait 😅 |
Tested it, and although you're off to a great start, it needs some work UX-wise. Maybe it's because some things don't work at the moment, but it's hard to understand and to use.
There are some more notes in the video. Please tell me if you need anything else! |
In @NathanLovato video he suggests to depreciate the "Convert to Tileset" (7:38), raising the problem: how will a beginner unveil the Tileset edit pipeline? I think that that's not a real concern, since by using Or isn't this the current behavior already? |
True! Didn't think about that |
Yes, these buttons where always there, even since Godot 1, but they where hidden in a menu, first on the bottom, hiden behind the animation button, and later on the canvas2D toolbar. I dont think removing this option from the scene menu is worth yet, because first we should make a similar editor for gripmap's meshlib or it would be strange imo, then yeah, it would be fine |
This is a fantastic addition. I hope it gets in 3.1 :) 👍 |
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All right, PR has just been updated, have fun testing it. |
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Made a short video to explain how it works |
forgot to mention you can show/hide the tile names pressing Alt |
Build errors for x11 and server, looks like i can't get ALT key's scancode from keyboard.h any idea about what can i do about this?
The error on osx seems unrelated, but i'm not sure |
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Just updated the PR again fixing many issues i found while recording the video (like not being able to select the subtile to edit collisions in Atlas tiles and subpalette not displaying automatically for Atlas tiles) |
when copying tiles from an atlas, it copies the first image, not the corresponding atlas tile: example in action: also, when deleting a tile by right click, it deletes and changes the adjacent ones i compiled 2 days ago btw |
@girng please open a new issue about it. It's hard to keep track of discussion on merged PRs and it can be easily missed. |
@vnen done thx. |
This new editor allows to select a texture and add tiles from it selecting a regiond and then configure it's collision, oclusion, navigation, and bitmask in the case of autotiling.
Also adds the ATLAS_TILE mode, wich is configured the same way as the AUTO_TILE, but it doesn't have a bitmask, instead a subpalette popups to pick wich tile to draw on the tilemap