Releases: 443eb9/bevy_entitiles
Releases · 443eb9/bevy_entitiles
Ver 0.12.0
Ver 0.11.0
What's New:
- Replaced the custom struct
*Aabb2d
with*Rect
in Bevy. - Switched to
avian2d
for physics. - If
atlas
feature is enabled, addno_flip_at
,flip_h_at
,flip_v_at
andflip_both_at
forTileLayer
, instead of adding one extra parameter. - Renamed
TileArea
intoGridRect
. - Use
AssetServer
for level loading. (ldtk
andtiled
) - Use events for level loading and unloading. (
ldtk
anstiled
) - Material bind groups are switched to
1
instead of2
.
What's Fixed:
- Crashes when targeting WASM platforms, as
StorageBuffer
was used in versions in the past. - Incorrect size of aabbs everywhere in this project. :( They always get shrunk by 1 unit, as I didn't know the
max
value ofIRect
is exclusive.
Ver 0.10.0-rc.1
What's New:
- Migrated to Bevy
0.14.0
. - Added
RenderChunkSort
. - prevent panic when loading a .TSX file with custom properties #27
- add a more explicit error message when trying to use primitive properties #29
- when a class or a class property is expected but not found, use its default value #30
- add a new 'TiledCustomTile' Component so we can assign custom properties directly to tiles without using an object #32
What's Fixed:
- Wrong stacking order for tiles that are rendered larger than the slot. #26
- Ldtk sprite flip is incorrect #25
- fix compilation with 'serializing' feature when 'algorithm' is not used #28
- Fix Tiled enum parsing, only worked with 'ShapeType' #33
- Tilemaps generated by wfc failed to render.
physics
feature is temporarily removed, as bevy_xpbd
has not published versions for bevy 0.14 yet.
0.9.0
What's New:
- Support multiple tilesets on one tilemap!!!
material
field on tilemap bundles are now need to assign manually.- Added
TilemapTextures
, which is an asset and replaced the originalTilemapTexture
. - Rotating the uv of tiles is no longer supported.
texture_index
is renamed toatlas_index
- Added
texture_index
(Only whenatlas
feature is enabled). - Supported loading tilemaps that have multiple tilesets on one layer from Tiled. #22
Ver 0.8.0
What's New:
- Use
Color
for tile tint instead ofVec4
. - Added
PhysicsTileSpawn
event which allows you to control more about the physics tile when it's spawned. - Added the forgotten
TilemapAabbs
to the tilemap bundle... - Improved tilemap visibility control.
- Output the hint correctly when there're multiple tilesets on one tiled tilemap layer. #22
What's Fixed:
- Incorrect color display.
Ver 0.7.0
What's New:
- Added
TilemapBaker
which allows you to bake the tilemap into a single texture at runtime. - Manually toggle the visibility of tilemaps.
- update dev-dependencies to bevy 0.13-compatible versions #16
- Add
SpatialBundle
as default for Tiled objects even withoutspawn_sprite
. - Tiled objects are now will be applied with an offset equal to half of the tile size to adapt to the colliders.
- Rotations to Tiled objects are no longer recommended if you want to use them more than a static object.
- Some render code cleanup.
- Tilemap z indices are now using
f32
instead ofi32
. - Pathfinding rework. Use
PathTilemaps
instead of addingPathTilemap
s as components. - Single threaded algorithm implementations for special cases. Disable
multi-threaded
feature to use them. - Transform
TileFlip
into bitflags, and make fields inTileLayer
public. - Some helper functions for
TileLayer
to help create a layer neater. - Added
TilemapMaterial::specialize()
to customize the tilemap pipeline. - Renamed
Tile::color
toTile::tint
.
What's Fixed:
- Tiled map loaded with the wrong z order.
algorithm
module cannot be compiled on wasm (Error compiling for webassembly #17)- The message of tilemap pipeline error is annoying.
- Panic when trying to save/load a tilemap, which has no path tilemap corresponding, with
PATH
layer.
Ver 0.6.1
What's New:
- Added
physics
feature back. - Moved linux-related dependencies to
dev-dependencies
.
What's Fixed:
- Materials of tilemaps that are added to the scene at runtime will not be loaded correctly.
- Entity(LDtk)/Object(Tiled) sprites are not rendered.
- An unreachable pattern in
wfc.rs
whenldtk
feature is disabled. - Switching between tilemaps from Tiled causes panic.
Ver 0.6.0
Notice: physics
feature is temporary removed because it has not migrated to bevy 0.13 yet. It will be added back in the next minor update.
What's New:
- Added README for examples.
- Custom materials for tilemaps. Implement
TilemapMaterial
and add the handle to the tilemap to access your data when rendering. - Migrated to bevy 0.13.
- Use cached tilemap data instead of extracting every frame for rendering.
What's Fixed:
- LDtk wfc ignores the background.
- Multi-layer pattern wfc uses the wrong data for
tile_render_size
andtile_slot_size
.
Ver 0.5.0
What's New:
- Further support for Tiled.
- Layer tint and opacities.
- Derive macros.
- Added helper functions to make staggered tilemaps easier to create.
wfc_pattern
generates the wrong pattern which leads to the wrong result of WFC.- Layered WFC rework. Code quality ++
- LDtk WFC rework. Code quality ++++
What's Fixed:
- Hexagonal tilemaps won't have the extra displacement when flipping.
- LDtk collider generation has issues with corners in left down and right down. #12 (Wrong colliders size from LDTk level)
Ver 0.4.0
What's New:
- Basic support for Tiled (Experimental)
- (De)Serializing for physics layers.
- Unified the format of different tilemap layers.
- Allow mapping texture index to animation for LDtk maps.
- Split the
LdtkLevelManager
into small resources and simplified the api. - Relaxed dependencies. #11
- Removed redundant components in tilemap bundles and renamed
tilemap_transform
totransform
. - Added bunch of new functions for aabbs.
- Added
TilemapAxisFlip
which allows you to flipping the extend direction of tilemaps. - Removed
LdtkLevelManager
when initializing LDtk entities. - Removed
TileCollision
event.
What's Fixed:
- Isometric tilemaps have the wrong default pivot. It supposed to be
[0, 0]
but actually[0.5, 0]
. - Colliders for isometric tiles have the wrong position when it's parent has the pivot other than
[0, 0]
. - Tiles of tilemaps won't despawn after the tilemaps is saved.
- Wfc module panics if fail.
- Compilation bug due to winit v0.28.7 #8
- Fix broken link in README.md #9
- Hexagonal tilemaps are not affected by
TilemapPivot
.