TilePipe Changelog

What's new in TilePipe 0.4.8.1

Jul 25, 2022
  • It’s a small update, fixing a recently reported bug. I still plan to support the tool, if you find a bug, please report. I am still unable to build a Mac version in recent version of Godot, but if you happen to use one - just download the source code from https://github.com/aleksandrbazhin/TilePIpe and run it from Godot engine. I will start uploading Mac OS builds again when I find the solution.
  • Overall direction of the project is - I am remaking it mostly from scratch, the UI looks like this https://github.com/aleksandrbazhin/TilePIpe/tree/new_project_logic(v.0.5). That will be TilePipe2, and the current project will remain as TilePipe. There are a lot of reasons to it, but the main is that the UI logic is too convoluted and complex currently, so to develop it further, the UI needed to be redone. I guess that is what happens with most project as the scope is growing.

New in TilePipe 0.4.8 (Jan 16, 2022)

  • With that release a few bugs are fixed (maybe a few new added), but the main work was done on the Godot exporter and collision generator UI.
  • In the Godot exporter there now is a temporary row, the indicates a tile being added.
  • Existing tile texture paths in the Godot exporter are now shown relative to the Godot project directory.
  • Collision generator now works a bit better and indicates if the generation finished successfully or with error.
  • Fixed "load steps" parameter in the Godot tileset resource on export
  • Collision contour coordinates are now limited in precision to 4 digits (as are created in the Godot)
  • Now texture save paths in the Godot exporter are handled more correctly (dots are allowed in the file names)

New in TilePipe 0.4.7 (Jan 10, 2022)

  • Godot exporter now can add, replace, update and remove autogenerated collision polygons to your autotiles. Crazy
  • The algorithm is naive, but the result is practical in many cases. You can draw tile parts and start straight using the tileset to make a platformer or anything like that. The collision shapes generator only works for semitransparent images - the part with opacity > 0 is considered solid
  • Also there are several big and small bug fixes and improvements
  • The tile type in Godot is now deferred from the generated tiles present (2x2, 3x3min or 3x3). You still can change it
  • Fixed a bug that cause crash when some tiles in the input were fully transparent
  • Now you can have randomized tiles where only several input parts (like only tile centers) have random variants. To do that just leave the place where the variants for other parts should be empty (transparent)
  • Fixed "No scaling" crash with the new overlay-type rendering
  • Some smaller bugs and UI improvements

New in TilePipe 0.4.6 (Jan 3, 2022)

  • Changes:
  • Fixed Godot exporter critical bug
  • Fixed bug with not working preserving of random seed in Overlay mode
  • Improved performance by: enabling Godot low processor mode, disabling VSync (tile rendering is done by shaders and Godot doesn't have compute ones) and
  • Fixed a minor UI bug (disabling of random seed input on startup)
  • Now if input tile part variant has an empty square, that type of tile part is not used - that way you can have some tile parts have random variants and others be the same for every tile

New in TilePipe 0.4.5 (Jan 3, 2022)

  • Faster render for Overlay presets, it was an issue with 255-tile template.
  • Proper randomization fro those presets: before random tile variants number was based on the amount of part variants, now on the amount of the same tile in the template.
  • Tile parts of one type in a tile now have the same random seed.

New in TilePipe 0.4.4 (Dec 27, 2021)

  • fix bug with in Godot exporter with texture path (it was full OS path, not Godot project relative path)

New in TilePipe 0.4.3 (Dec 18, 2021)

  • I added 2 new presets to generate 255-tile tilesets and one full 255-tile template.
  • 255-tile tilesets differ from 47-tile blob ones (3x3 and 3x3min in Godot 3.x) by the way they handle corner neighbors - 47 tile consider them only when both sides around the corner have neighbors too. 255-tile tilesets can have different tiles for such cases. On the top of the cover image it's illustrated - with 255-tile template separated parts of the terrain can reach for each other.
  • One preset can be used for fully symmetrical topdown tilemaps, it needs 7 tile parts.
  • The latter 2 differ in where they have an adjacent neighbor occupied - clockwise or counterclockwise. Sure with full symmetry they can be identical (obtained by flip and rotation). But I got it only afterwards, besides it's more in line with another preset - full 25 part onet's basically the same idea of 3 new corner types added on top of 13-tile template, but with those 3 corners for every of the 4 directions.
  • To have a full 255-tile set generated, select one of the 2 new presets and the 255-tile template in the TEMPLATE section. The generation times aren't good not because it's computationally hard, but because every tile for now renders in one frame using shaders. I will optimize it later.
  • The Godot exporter now supports those 3x3 tilesets
  • All existing tilesets are now updated with a fallback for any 255-type bitmask is encountered in the template.

New in TilePipe 0.4.2 (Sep 30, 2021)

  • Fixed the crash on missing input image:
  • There was a reported crash, which happened when you deleted your input texture you were working with and restarted the TIlePipe. On the next start it was trying to load the image and the related UI state, but failed due to missing image. Now it reverts to the example.