Scripted Extensions and More
The biggest functional change in this release is that Tiled now has an "extensions" folder, where scripted extensions can be put, each of which can have one or more script files that will be loaded on startup. This makes it much easier to manage multiple extensions as well as to share these extensions with others.
On the coding side, most of the work I had to do was to decouple certain change notifications from a particular asset type, to enable the scripts access to the tile collision shapes.*
This snapshot also includes two very useful contributions. Ruslan Gainutdinov made the animation preview in the Tile Animation Editor zoom along with the tileset. João Baptista added two new options to control how the AutoMapping behaves at the edges of the map (the "WrapBorder" option was used in the screenshot associated with this post).
João Baptista de Paula e Silva
- AutoMapping: Add options to customize "MatchOutsideMap" behavior (#2141)
- Animation preview follows zoom factor for tiles (#2050)
- Scripting: Enabled loading multiple scripts as part of "scripted extensions"
- Scripting: Support specifying an icon directly for tools
- Scripting: Provide read/write access to tile collision shapes
- Scripting: Added access to several more MapObject properties
- Scripting: Fixed possible crash on exit
- Worlds: Fixed handling of negative multiplierX/Y
*) The Tile Collision Editor uses a temporary "dummy" map in the background to enable editing of an object layer that is associated with the tile. When this object layer is accessed and changed from a script, there isn't the dummy map that makes sure the UI is updated in response to changes. Now, the UI can be notified about these previously map-specific changes, even if the changes affect a tileset asset. An added bonus is that the new change events also carry more information, which helps to avoid doing unnecessary updating and could mean Tiled is now a little more efficient.)
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