pixelkiln 0.53.3 → 0.53.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/cli.js +8 -1
- package/dist/cli.js.map +1 -1
- package/dist/index.cjs +8 -1
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +8 -0
- package/dist/index.d.ts +8 -0
- package/dist/index.js +8 -1
- package/dist/index.js.map +1 -1
- package/docs/TILES.md +18 -5
- package/package.json +1 -1
package/docs/TILES.md
CHANGED
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@@ -172,14 +172,27 @@ shape dependency.
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172
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The texture path is relative to the `.tres`, so the generated PNG and resource
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can move together inside a Godot project.
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+
**`terrain`-generator tiles are always square, never isometric.**
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`/create-tileset` places tiles on a rectangular vertex grid (its own docs: "a
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177
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map of W×H cells has (W+1)×(H+1) vertices" — standard square Wang-tiling
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178
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math, with no shape parameter at all, unlike `create-tiles-pro`'s `tile_type`
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enum), and its raw output is fully opaque with no diamond alpha mask,
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confirmed against a downstream consumer's real generated tiles. `terrain`'s
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resolved spec always carries `tileType: "square_topdown"` for exactly this
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reason, so the exporter never falls back to `tiles`' own "isometric" default
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(the real API default for that generator, not terrain's) for a terrain
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184
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asset. The isometric corner-name mapping above is real and does apply — to
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an isometric `tiles`-generator tileset (`tileFeature: "tileset"` with
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`tileType: "isometric"`), not to `terrain`.
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+
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Both this `TileSet` and the `SpriteFrames` that `pack --format godot` writes
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are loaded by a headless Godot 4.7.2 in CI (`npm run test:godot`), which
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reports the atlas tiles, terrain sets and names, animation names, frame
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counts, speeds, and loop flags it sees, and — for both a square
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isometric
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own `get_terrain_peering_bit()` rather than only checking
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counts. That last check is what would have caught
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did not.
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counts, speeds, and loop flags it sees, and — for both a square terrain
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tileset and an isometric `tiles` tileset — round-trips an actual peering bit
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through Godot's own `get_terrain_peering_bit()` rather than only checking
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tile/terrain-set counts. That last check is what would have caught the
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isometric-corner-names bug; the counts alone did not.
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## Deliberate limits
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