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TileMapPattern
system improvements
#95826
Closed
MendicantNinja
wants to merge
39
commits into
godotengine:master
from
MendicantNinja:4.4_tilemappattern_merge
Closed
TileMapPattern
system improvements
#95826
MendicantNinja
wants to merge
39
commits into
godotengine:master
from
MendicantNinja:4.4_tilemappattern_merge
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Saving my progress so I don't lose it.
multi-layer patterns
Last multilayer changes before merge
See title
Debugging invalid tile atlas source = -1
Multilayer patterns can be dragged and dropped on the tilemap. But crashes occur on patterns being saved to a list.
Title. Currently working on set_pattern.
…ng with master branch
Superseded by: |
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Upgrades to the TileMapPattern (Which I will be referring to as patterns from now on) system. Several Roguelike devs/2D devs including Parzival, the creator of Psychworld (on Steam) have expressed a lot of interest in an improved pattern system and I personally need it for my game as well. Here's the list of what's improved and added in this pull request:
Room For Improvement/Concerns:
-Not compatible with the old pattern system/saved patterns. The new TileMapPatterns have some new variables in the class definition and aren't stored in the same-exact place. But rolling back to a backup should fix such a thing if somebody has a lot of saved patterns.
-Some GUI stuff, like pattern sets becoming unselected after you add one and having to reselect the pattern set. Or adding the patterns display back to TileSet.
-set_pattern_multi_layer() in tilemaplayer.cpp requires a list of the TileMapLayers in the scene tree the player wants to use as a parameter (it needs to know that information somehow to set down the tiles). Perhaps there's a way around this. But I haven't found it.
-I haven't seen any red error messages (see video) when testing all the functionality. If there are any bugs, I'm confident they will be contained to the TileMapPattern system and I can fix them if the steps are reproducible.
Video link showing off the new features in-action and some super basic procedural generation I did. (the video size is too big for Github):
https://discord.com/channels/1235157165589794909/1235168195275391036/threads/1275230695781961871