Version 2.0.1
LDtk Importer » Devlog
Pretty Printing!
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This new logging system helps provide more clarity over the import process and makes tracking down issues easier.
Version 2.0.1 delivers some exciting new features (like this!), paired with a generous serving of some breaking changes.
Updating
- TileSet resources have a new filename signature
tileset_{grid_size}px.res
to help preserve your existing TileSets. - Import Flags have been changed which can potentially invalidate pre-existing import settings.
- Please make backups of your project before updating.
What's New
- TileSets have been rewritten to offer more functionality, with many bugs fixed
- Overlapping tiles and mismatched tile/grid sizes are now supported. (#12, #20, #21)
- Flipped tiles no longer generate alternative tiles (now using the new method in Godot 4.3) (#14)
- TileSets are created for each unique grid size, creating duplicate TileSetAtlasSources only if the same tileset is used for different grid sizes
- Many bugs fixed related to Tile Custom Data and Tile Custom Enums (Thanks to @KarryCharon)
- LDTKLevels can be packed and saved as Scenes (better now)
- Import Flags have been tweaked
Separate_World_Layers
has been renamed toGroup_World_Layers
- Added
Layers_Always_Visible
flag. Default: OFF. - Added
Integer_Grid_Tilesets
flag. Default: OFF. - Added
Resolve_EntityRefs
flag. Default: OFF (this feature is now considered experimental) Pack_Levels
is now ON by defaultForce_Tileset_Reimport
has been moved under theDebug
category
- Post-Import hooks have been reworked, and are now performed in a more logical step of the import process
- 'Point' Fields are parsed as
Vector2i
instead ofVector2
- Changes to Components
- LDTKWorld nodes now track when LDTKLevel children have been added.
- LDTKLevel
position
has been moved to a new export variableworld_position
. Individual Level Scenes are now always positioned at (0,0) rather than their world position previously - LDTKEntityPlaceHolders now support displaying Tiles (as Sprite2Ds) - matching their look in the LDTK Editor
- New pretty messages
- Set
verbose_output
to ON for a more in-depth summary - Performance is measured and displayed in milliseconds, giving a breakdown by category where the importer spends the most time doing work (spoiler: it's mostly saving out resources)
- New error/warning messages have been added when issues are detected within the LDTK file (null tilesets, unreachable file paths, etc.)
- Set
Issues
Resolve_EntityRefs
still has inconsistent behaviour- If
Pack_Levels
is ON, then 'internal' EntityRefs can resolve. However, Godot displays an annoying error messageParameter "common_parent" is null
when it cannot resolve (e.g. when pointing to an entity outside the level) - If
Pack_Levels
is OFF, then all EntityRefs can be resolved. - For those relying on EntityRefs in a bigger project, it's currently recommended to set
Resolve_EntityRefs
to OFF and write your own system for handling references. For example, creating an Autoload script that stores Dictionaries of EntityIids and EntityRefs.
- If
- Still investigating an issue where TileSets and Scenes sometimes do not force-update properly after reimporting (Reload Project is required)
Files
ldtk-importer_v2_0_1.zip 35 kB
Sep 19, 2024
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LDtk Importer
An importer plugin for Godot 4
Status | Released |
Category | Tool |
Author | gleeson |
Tags | 2D, Godot, ldtk, Level Editor, Metroidvania, Tilemap |
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