feat: updated engine version to 4.4-rc1
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Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain a list of tiles which are used to create grid-based maps. Unlike the [TileMap] node, which is deprecated, [TileMapLayer] has only one layer of tiles. You can use several [TileMapLayer] to achieve the same result as a [TileMap] node.
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For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a [TileSetScenesCollectionSource] may be initialized after their parent. This is only queued when inside the scene tree.
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To force an update earlier on, call [method update_internals].
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[b]Note:[/b] For performance and compatibility reasons, the coordinates serialized by [TileMapLayer] are limited to 16-bit signed integers, i.e. the range for X and Y coordinates is from [code]-32768[/code] to [code]32767[/code]. When saving tile data, tiles outside this range are wrapped.
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</description>
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<tutorials>
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<link title="Using Tilemaps">$DOCS_URL/tutorials/2d/using_tilemaps.html</link>
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<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/2727</link>
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<link title="2D Isometric Demo">https://godotengine.org/asset-library/asset/2718</link>
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<link title="2D Hexagonal Demo">https://godotengine.org/asset-library/asset/2717</link>
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<link title="2D Grid-based Navigation with AStarGrid2D Demo">https://godotengine.org/asset-library/asset/2723</link>
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<link title="2D Role Playing Game (RPG) Demo">https://godotengine.org/asset-library/asset/2729</link>
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<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/2719</link>
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<link title="2D Dynamic TileMap Layers Demo">https://godotengine.org/asset-library/asset/2713</link>
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</tutorials>
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<methods>
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<method name="_tile_data_runtime_update" qualifiers="virtual">
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@ -22,6 +31,21 @@
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[b]Note:[/b] If the properties of [param tile_data] object should change over time, use [method notify_runtime_tile_data_update] to notify the [TileMapLayer] it needs an update.
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</description>
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</method>
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<method name="_update_cells" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="coords" type="Vector2i[]" />
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<param index="1" name="forced_cleanup" type="bool" />
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<description>
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Called when this [TileMapLayer]'s cells need an internal update. This update may be caused from individual cells being modified or by a change in the [member tile_set] (causing all cells to be queued for an update). The first call to this function is always for initializing all the [TileMapLayer]'s cells. [param coords] contains the coordinates of all modified cells, roughly in the order they were modified. [param forced_cleanup] is [code]true[/code] when the [TileMapLayer]'s internals should be fully cleaned up. This is the case when:
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- The layer is disabled;
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- The layer is not visible;
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- [member tile_set] is set to [code]null[/code];
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- The node is removed from the tree;
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- The node is freed.
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Note that any internal update happening while one of these conditions is verified is considered to be a "cleanup". See also [method update_internals].
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[b]Warning:[/b] Implementing this method may degrade the [TileMapLayer]'s performance.
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</description>
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</method>
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<method name="_use_tile_data_runtime_update" qualifiers="virtual">
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<return type="bool" />
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<param index="0" name="coords" type="Vector2i" />
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<return type="Vector2i[]" />
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<param index="0" name="coords" type="Vector2i" />
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<description>
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Returns the list of all neighboring cells to the one at [param coords].
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Returns the list of all neighboring cells to the one at [param coords]. Any neighboring cell is one that is touching edges, so for a square cell 4 cells would be returned, for a hexagon 6 cells are returned.
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</description>
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</method>
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<method name="get_used_cells" qualifiers="const">
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Returns whether the provided [param body] [RID] belongs to one of this [TileMapLayer]'s cells.
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</description>
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</method>
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<method name="is_cell_flipped_h" qualifiers="const">
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<return type="bool" />
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<param index="0" name="coords" type="Vector2i" />
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<description>
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Returns [code]true[/code] if the cell at coordinates [param coords] is flipped horizontally. The result is valid only for atlas sources.
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</description>
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</method>
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<method name="is_cell_flipped_v" qualifiers="const">
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<return type="bool" />
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<param index="0" name="coords" type="Vector2i" />
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<description>
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Returns [code]true[/code] if the cell at coordinates [param coords] is flipped vertically. The result is valid only for atlas sources.
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</description>
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</method>
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<method name="is_cell_transposed" qualifiers="const">
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<return type="bool" />
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<param index="0" name="coords" type="Vector2i" />
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<description>
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Returns [code]true[/code] if the cell at coordinates [param coords] is transposed. The result is valid only for atlas sources.
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</description>
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</method>
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<method name="local_to_map" qualifiers="const">
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<return type="Vector2i" />
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<param index="0" name="local_position" type="Vector2" />
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<param index="3" name="ignore_empty_terrains" type="bool" default="true" />
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<description>
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Update all the cells in the [param cells] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. If an updated cell has the same terrain as one of its neighboring cells, this function tries to join the two. This function might update neighboring tiles if needed to create correct terrain transitions.
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If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
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If [param ignore_empty_terrains] is [code]true[/code], empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
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[b]Note:[/b] To work correctly, this method requires the [TileMapLayer]'s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
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</description>
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</method>
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<param index="3" name="ignore_empty_terrains" type="bool" default="true" />
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<description>
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Update all the cells in the [param path] coordinates array so that they use the given [param terrain] for the given [param terrain_set]. The function will also connect two successive cell in the path with the same terrain. This function might update neighboring tiles if needed to create correct terrain transitions.
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If [param ignore_empty_terrains] is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
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If [param ignore_empty_terrains] is [code]true[/code], empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
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[b]Note:[/b] To work correctly, this method requires the [TileMapLayer]'s TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
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</description>
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</method>
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<member name="navigation_visibility_mode" type="int" setter="set_navigation_visibility_mode" getter="get_navigation_visibility_mode" enum="TileMapLayer.DebugVisibilityMode" default="0">
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Show or hide the [TileMapLayer]'s navigation meshes. If set to [constant DEBUG_VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings.
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</member>
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<member name="occlusion_enabled" type="bool" setter="set_occlusion_enabled" getter="is_occlusion_enabled" default="true">
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Enable or disable light occlusion.
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</member>
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<member name="rendering_quadrant_size" type="int" setter="set_rendering_quadrant_size" getter="get_rendering_quadrant_size" default="16">
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The [TileMapLayer]'s quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. [member rendering_quadrant_size] defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.
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The quadrant size does not apply on a Y-sorted [TileMapLayer], as tiles are grouped by Y position instead in that case.
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