Version 2.0.1
LDtk Importer » Devlog
Pretty Printing!
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
69 days ago
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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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