Version 3.1


  • Replaced the GUI library with ImGUI. Now text boxes, scroll views, and color pickers work much better.
  • Optimized memory usage and loading with the texture and shape pickers. Hopefully, there will be fewer big pauses when opening the texture picker!
  • Entity configuration UI is now more ergonomic. Removing properties now requires just a button press, and there is no need to confirm changes made to the entity.
  • Entities now support 3D model and camera-facing billboard display modes.
  • Added and enhanced included textures, added textures to be used as sprite billboards
  • Added new tile shapes, with some special ones that can work around the limitations of one texture per tile.
  • Settings for default texture & shape, background color.
  • Map files save the camera position and orientation so that reloading the map does not require moving all the way over to where  you were.
  • The map files now use run-length encoding on blank tiles, dramatically reducing the file size.
  • Saved maps will no longer contain unused textures and shapes.
  • Maps can now be exported as .glb as well as .gltf, and various .gltf specification errors have been fixed.
  • Exported maps can optionally cull invisible faces stuck between the tiles. This enhances the performance and editability of the model.
  • Built-in Total Invasion II map importer (for my own convenience, pretty much).


Map migration guide:

If you have a significant map that you'd like to make compatible with 3.1, all you need to do is change some of the file paths of the textures. All of the textures that came with the program have been moved to a "tiles" folder inside of "assets/textures", so simply use a text editor to find and replace "assets/textures" with "assets/textures/tiles". The other changes made to the map format will be automatically applied the next time you save the map.

Another thing to note is that when exporting a .gltf or .glb scene with 'separate textures into nodes' enabled, the names of each node will now be the path of the texture relative to the editor's executable, with all of the slashes and dots replaced with underscores. This is due to the fact that Godot will remove those special characters from its node names when importing.

Files

Total Editor 3.1 Windows 3 MB
Jul 27, 2023
Total Editor 3.1 Linux 2 MB
Jul 27, 2023

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