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Cammin committed Aug 17, 2023
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21 changes: 16 additions & 5 deletions Assets/LDtkUnity/CHANGELOG.md
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###### July 16, 2023
Major update that introduces the separate tileset file!

- Added a new separate Tileset Definition File
- The LDtk project writes a file to the same location as separate levels upon each project reimport
- Added a new separate Tileset Definition File (`.ldtkt`)
- LDtk will run a custom command to write these files to the same location as separate levels.
- This now generates the sprites and tiles instead of the project file
- Will only reimport when the tileset was changed in LDtk, saving on iteration time
- Interacts with the sprite editor window:
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- Can now access the `customData` and `enumTags` that are associated with tiles through the tilemap components

- Added a new `LDtkComponentWorld` to the project's hierarchy

- Added a new field into the project importer inspector to specify the geometry type for composite colliders
- Largely improved the error/warning handling when importing
- Less spam, more clear indications when something's wrong, displayed in the importer's UI.
- Recreated a feature from Unity 2022.2+ for older unity versions to show errors/warnings in the importer inspectors to help point out issues
- IntGrid tile fields in the inspector can now accept TileBase instead.
- This allows more versatility. However, continue using the IntGridTile type to still utilize the Tag/Layer/PhysicsMaterial.
- The single `World` GameObject will now have it's `dummyWorldIid` set when using MultiWorlds
- Fixed a bug causing a failure to draw scene entity references and logging error spam
- Added support for blocking backups at a custom backup path
- Fixed backups not blocking importing properly and added support for blocking backups at a custom backup path

- Hid the `Export` Button in the importer inspector until the feature is re-supported

### Breaking Changes
- Changed the default tile for an empty field back to `None` collision. Make any fixes to reflect this change.
- Generating Tileset definitions will be a hard requirement in order to import LDtk projects properly.
- They are not automatically generated and need a quick one-time setup (It's relatively quick and painless)
- To generate these, follow along with the guide displayed in the project import inspector
- Changed the default tile for an empty tile field back to `None` collision. Make any fixes to reflect this change.
- Because there are now two options for defining collision, turning off grid collision by default became more sensible.
- Removed the SpriteAtlas field from the project importer
- Instead, you can directly add a tileset file into a sprite atlas to pack it's sprites, much like the normal unity workflow
- Because sprites and tiles are now generated from each respective tileset file, the references to these assets will be lost if they were referenced prior
- Level background sprites are now keyed by the level's identifier instead of the `{name}{x}{y}{w}{h}` format, so any prior references to these sprites may be lost
- Composite Colliders will now have their default `Geometry Type` as `Polygons` instead of `Outlines`.
- Hid the `Export` Button in the importer inspector until the feature is re-supported

### Note
At the moment, there isn't an easy way to define tag, layer, or physicsMaterial for Tile/Auto layers.

# 3.3.3
###### May 3, 2023
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