Skip to content

Releases: DanTrz/TileMapLayer3D

v1.1.0

Choose a tag to compare

@DanTrz DanTrz released this 20 Jun 23:11
  • RenderingServer rewrite — replaced the MultiMeshInstance3D nodes with a Render Server pipeline + shared mesh cache (This makes it render faster, less memory)
  • TileMapLayerData resource — moved persisted tile data + TileSet into a dedicated resource. TileMapLayer3D Settings and Data can now be saved externally to save scene file size.
  • Decal mode — tiles render as decals over others, all planes/orientations. This now works much better and is stable
  • BOX/PRISM depth-proportional textures — thin boxes no longer squash the texture (REPEAT mode). Texture adjust to depth automatically.
  • Autotile probability/variation — Fixed issue that was not respecting Auto-tile probability and was not giving variation when bitmask had multiple options.
  • Smart Select: Horizontal Loop + Replace Mesh Type (very powerful to update nodes)

version 1.0.3

Choose a tag to compare

@DanTrz DanTrz released this 02 Jun 09:36
b1bb3bf

Small maintenance bug fix only. No critical update or change.

  • Fixed Animated Tiles not loading the AnimatedResource in the UI correctly
  • Fixed the Issues with Experimental Mode (Arched/Corner Tiles) when using Sculpt
  • Fixed some issues with Sculpt Mode giving errors on certain options.

version 1.0.2

Choose a tag to compare

@DanTrz DanTrz released this 24 May 19:31

Maintenance and bug fixes only.

  1. Fixed Sculpt Mode errors when setting different parameters to Flip Sides and other options.
  2. Fixed SpriteMesh not being accessible in the Manual mode context menu
  3. Fixed minor UI synchronisation issues with Plugin Settings.

version 1.0.1

Choose a tag to compare

@DanTrz DanTrz released this 22 May 08:13

TileMapLayer3D — Unified TileSet, Regional System & Runtime API
Biggest update to the plugin. This changes the plugin to work closely with Godot TileSet, adds a regional terrain chunk system, and ships a much more capable runtime API.

For full details => Read the [HOW_TO_GUIDE.MD]

Highlights

  • Unified TileSet — Manual, AutoTile, animation, custom data, and runtime queries all share one Godot TileSet. The data model is completely changed and there is a change of breaking older scenes (see [HOW_TO_GUIDE.MD])
  • Default Custom Data Layers — New TileSet CustomData added to handle and provide RuntimeAPI data access to get, set and edit tiles.
  • Regional Terrain Chunks — world split into 30-unit regions, each with its own MultiMesh and collision shape. Faster paint/erase, per-region collision rebuilds, region-aware culling.
  • Async regional collision — editor and runtime share one path through RegionBaker; mesh merge runs on a worker thread.
  • PlacedTileInfo Resource — strongly-typed tile data replaces loose dictionaries across the API, undo system, and managers.
  • Expanded runtime API — swap_tile_texture, swap_tile_collection_texture, set_collision_for_region, get_first_tile_from_raycast, atlas/UV helpers, batch + highlight utilities.
  • Smart Operations — Multiple improvements to Smart Select (Single / Connected UV / Connected Neighbour) and Smart Fill Ramp.
  • Box / Prism improvements — Added new "Depth Growth Mode" (outward/inward). Added new "Z-fighting fix" and depth-aware collision.
  • UI cleanup — AutoTile and Manual share the context toolbar and TileSet panel; Box/Prism controls moved into the context toolbar.

Full Changelog: v1.0.0...v1.0.1

version 0.9.1

Choose a tag to compare

@DanTrz DanTrz released this 27 Apr 16:54
ffba1fc

### Feature tiles with rounded corners and Runtime API

Experimental / Alpha features (Use at your own risk; they are not yet supported):

  • Arched Tiles mode (ALPHA, UNSUPPORTED) — A new family of arched/curved tile types and an arch-aware sculpt brush were added. This entire feature is fully experimental, not production-ready, and not supported for now. The Settings UI exposes a toggle to show/hide the Arched Tiles mode. You should keep it hidden unless you're testing. Expect rough edges, breakage, and follow-up changes.
  • Runtime API (ALPHA) — Experimental procedural API to create, delete, and read tile data (including collision) from runtime code. API Structure and behaviour may change in 1.0. Not recommended to rely on this in Production. This is released for testing mostly.

Other changes and improvements:

  • Sculpt Erase brush — Erase mode added to the Sculpt brush family.
  • Refactor & cleanup — Large code refactor across Runtime API, Sculpt mode, and tile flags storage; simpler call paths in TileMapLayer3D via a single RuntimeAPI reference.
  • Tile flag bit layout reorganised for scalability (room for new mesh modes like ARCH variants).
  • README Quick Start docs updated to match the current UI.

Bug Fixes:

  • Animated tiles: missing frame on AMD GPUs caused by a precision issue.
  • UI sync issues when adding new nodes/switching modes (incl. Freeze UV signal not connected).
  • Tile preview rendering glitches.
  • UI Dropdown items options sorting (now uses two-digit prefixes).

Version 0.9.0 - New Vertex Editing Mode

Choose a tag to compare

@DanTrz DanTrz released this 29 Mar 20:47

New Feature: Vertex Edit Mode

  1. Convert any FLAT_SQUARE tile into a vertex-editable tile with 4 draggable RED corner handles
  2. Drag corners freely in 3D to create slopes, ramps, deformed surfaces, and organic shapes
  3. All corner positions snap to half-grid (grid_size / 2) for precise placement
  4. Backfaces render as RED so you can always see which side is the front face
  5. Full undo/redo support for convert, delete, and every corner drag

How to use Vertex Edit Mode:

  1. Switch to Vertex Edit mode in the main toolbar
  2. Click tiles to highlight them (cyan glow) — multiple tiles can be selected
  3. Click the Convert button in the context toolbar to convert highlighted tiles
  4. Click a converted tile to select it for editing — RED corner handles appear
  5. Drag any corner handle to reshape the tile in 3D
  6. Press DELETE to remove selected vertex tiles

Version 0.8.0 - New Sculpt Mode and Smart Fill Operations

Choose a tag to compare

@DanTrz DanTrz released this 23 Mar 16:41

Summary

Join the Discord Server: https://discord.gg/e8kjnk4Y

  • New Sculpt Mode for brush-based terrain painting with volume generation
  • New Smart Fill sub-mode with Ramp Fill operation (with optional side fill)
  • Restructured Smart Select into a new Smart Operations mode with sub-modes
  • Multiple bug fixes and UI improvements

Details - See release notes below.

New Feature: Sculpt Mode

  • A new Sculpt Mode that lets you paint terrain using brushes and quickly raise or lower height to create 3D volumes of tiles.
  • Tiles are auto-resolved to match the desired shape, making it much easier to build large terrains.

Sculpt Brush Shapes:

  • Diamond (default) — Creates organic volumes with triangle tiles at the boundaries
  • Square — Creates rectangular grid volumes

New Feature: Smart Operations Mode

  • The previous Smart Select mode has been restructured into a new Smart Operations mode with two sub-modes:

Smart Select (updated)

  • Pick individual tiles, flood-fill by matching UV, or flood-fill all connected neighbours
  • Now correctly picks up tiles with custom transforms (e.g., tiles placed by Smart Fill Ramp)

Smart Fill Mode (new)

  • A new sub-mode for quickly filling areas with tiles and creating connections and ramps between two points.
  • Currently includes one operation: Smart Fill — Ramp Fill: Creates ramps that connect any two tiles by generating a tilted surface between them.
  • Allow to change the Width of created Ramps and also to fill sides to create "Prism-Like" Ramps.

Version 0.7.0 - Animated Tiles

Choose a tag to compare

@DanTrz DanTrz released this 09 Mar 02:36

New feature that brings the ability to create animated Tiles

New Animated Tiles tiling mode with dedicated UI panel
TileAnimData Resource => new Resource that stores animation definitions (frames, rows, columns, speed FPS, UV rects) persisted via TileMapLayerSettings
AnimatedTileManager UI class to control the animation generation and UI.
Shader-driven playback => animation runs entirely via shader
Small fixes and changes to Smart Select Mode, adding a "Clear" selection button and auto-clearing the tile if double-clicked.

version 0.6.0

Choose a tag to compare

@DanTrz DanTrz released this 20 Feb 21:20
e59cd0e

Version 0.6.0 - Major UI Revamp and New Smart Select Mode

UI Updates:

  • Revamped UI: Left Toolbar is now the main toolbar; Bottom Toolbar becomes a Context Panel showing controls relevant to each mode
  • TilePlacer Panel moved to the lower editor area for more texture display space
  • New Zoom and Pan controls in the Tile Selection screen
  • Mode switching now via Main Toolbar buttons on the left

New mode: Smart Select: Raycast-based tile selection that finds regular, rotated, and tilted tiles with precision. Includes three selection modes:

  • Single Pick - Select individual tiles (additive — clicking more tiles adds to the selection)
  • Connected UV - Selects all tiles on the same Grid Plane that share identical UV/texture
  • Connected Neighbor - Selects all tiles on the same Grid Plane regardless of texture

Smart Select Operations:

  • Delete - Remove/Delete all tiles in selection. This also addresses some complaints that deleting rotated tiles was hard.
  • Replace UV/Texture - Replace selected tiles' texture with the current TileSet panel selection

0.5.2

Choose a tag to compare

@DanTrz DanTrz released this 09 Feb 20:27
c7cc097

Fix Web Exports not working

Added better support for Compatibility mode

Add a fix for "Pixel" bleeding issues with nearest filtering.

Added support to select Tiles up to 2048 pixels (increased from 256 pixels)

Minor other bug fixes