Releases: DanTrz/TileMapLayer3D
version 1.0.3
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
Maintenance and bug fixes only.
- Fixed Sculpt Mode errors when setting different parameters to Flip Sides and other options.
- Fixed SpriteMesh not being accessible in the Manual mode context menu
- Fixed minor UI synchronisation issues with Plugin Settings.
version 1.0.1
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
### 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
New Feature: Vertex Edit Mode
- Convert any FLAT_SQUARE tile into a vertex-editable tile with 4 draggable RED corner handles
- Drag corners freely in 3D to create slopes, ramps, deformed surfaces, and organic shapes
- All corner positions snap to half-grid (grid_size / 2) for precise placement
- Backfaces render as RED so you can always see which side is the front face
- Full undo/redo support for convert, delete, and every corner drag
How to use Vertex Edit Mode:
- Switch to Vertex Edit mode in the main toolbar
- Click tiles to highlight them (cyan glow) — multiple tiles can be selected
- Click the Convert button in the context toolbar to convert highlighted tiles
- Click a converted tile to select it for editing — RED corner handles appear
- Drag any corner handle to reshape the tile in 3D
- Press DELETE to remove selected vertex tiles
Version 0.8.0 - New Sculpt Mode and Smart Fill Operations
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
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
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
version 0.5.0
New UI, many UX improvements, new Shortcuts and new Toolbar and Data model (If you use versions before 0.4, this will break old scenes). Migrate to 0.4 first then to 0.5. Older scenes data structure will no longer be supported