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Godot 4.0's TileMap backported to 3.x as an engine module, with (eventually) a few smaller features added.
tile_editor | ||
.gitignore | ||
array_lt_op.cpp | ||
array_lt_op.h | ||
config.py | ||
geometry_2d.cpp | ||
geometry_2d.h | ||
LICENSE | ||
math_ext.cpp | ||
math_ext.h | ||
polypartition.cpp | ||
polypartition.h | ||
README.md | ||
register_types.cpp | ||
register_types.h | ||
rtile_map.cpp | ||
rtile_map.h | ||
rtile_set.cpp | ||
rtile_set.h | ||
SCsub | ||
vector3i.cpp | ||
vector3i.h |
RTileMap
Godot 4.0's TileMap backported to 3.x as an engine module, with (eventually) a few smaller features added.
The tilemap classes will be prefixed with R, so it compiles cleanly with the built in TileMap class.
It needs https://github.com/godotengine/godot/pull/48395 to work.
Deprecated. It turns out I need something else.
Building
- Get the source code for the engine.
git clone -b 3.x https://github.com/godotengine/godot.git godot
- Go into Godot's modules directory.
cd ./godot/modules/
- Clone this repository
git clone https://github.com/Relintai/tile_map_backport.git rtile_map
The folder needs to be named rtile_map
!
- Build Godot. Tutorial