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@DanTrz DanTrz tagged this 21 May 23:29
TileMapLayer3D — Unified TileSet, Regional System & Runtime API
Biggest update to the plugin. This changes the plugin to work closely with Godot TileSet, adds a regional terrain chunk system, and ships a much more capable runtime API.

For full details => Read the [HOW_TO_GUIDE.MD]

Highlights

Unified TileSet — Manual, AutoTile, animation, custom data, and runtime queries all share one Godot TileSet. The data model is completely changed and there is a change of breaking older scenes (see [HOW_TO_GUIDE.MD])
Default Custom Data Layers — New TileSet CustomData added to handle and provide RuntimeAPI data access to get, set and edit tiles.
Regional Terrain Chunks — world split into 30-unit regions, each with its own MultiMesh and collision shape. Faster paint/erase, per-region collision rebuilds, region-aware culling.
Async regional collision — editor and runtime share one path through RegionBaker; mesh merge runs on a worker thread.
PlacedTileInfo Resource — strongly-typed tile data replaces loose dictionaries across the API, undo system, and managers.
Expanded runtime API — swap_tile_texture, swap_tile_collection_texture, set_collision_for_region, get_first_tile_from_raycast, atlas/UV helpers, batch + highlight utilities.
Smart Operations — Multiple improvements to Smart Select (Single / Connected UV / Connected Neighbour) and Smart Fill Ramp.
Box / Prism improvements — Added new "Depth Growth Mode" (outward/inward). Added new "Z-fighting fix" and depth-aware collision.
UI cleanup — AutoTile and Manual share the context toolbar and TileSet panel; Box/Prism controls moved into the context toolbar.
Assets 2
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