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Releases: Unjammer/PZ_Mapping_Tools
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PZ_Mapping_Tools (43.00) Build 20260930b
PZ Mapping Tools - Build 20260930b
Tilesets can be found at: https://drive.google.com/file/d/16Xo3UE0pYRSXS5RtUVr1Izb4wUhz67Sd/view?usp=drive_link
Included applications
- BuildingEd reports failed basement exports with the affected source files
and error details. Successful files in a batch are retained, and a wholly
failed export leaves the clipboard unchanged.
Empty tile layouts retain their dimensions during basement export. - WorldEd traces road and water boundaries without joining interior holes to
exterior outlines through overlapping edges. This prevents artificial
elongated cuts during simplification in 300x300 and 256x256 projects.
Regenerate and export existing InGameMap road and water features to apply
the correction. Tile classification and export complexity limits remain
unchanged. - TileZed opens maps with all layers visible and both visibility sliders at
the rightmost position. An old global visibility cutoff no longer hides
upper layers. Visibility choices remain local to each open map when
switching tabs, and the sliders track layer additions and removals.
Credits and special thanks
- Tim Baker for the original WorldEd and TileZed work that remains the
upstream foundation of these tools. - A very special thank you to Fred 'Military Surplus' Cooper.
- Petro, Pabbiqo [pq], Dane, ! Cacador, Kyber, shakaloblok, shisan-233, and
the Project Zomboid mapping and modding community for reproducible reports,
project files, screenshots, logs, and practical workflow feedback.
Legal authorship and third-party attribution are documented in AUTHORS.txt,
FEATURE_PROVENANCE.md, UPSTREAM-HISTORY.md, and the bundled license
notices.
PZ_Mapping_Tools (43.00) Build 20260927e
PZ Mapping Tools - Build 20260927e
Tilesets can be found at: https://drive.google.com/file/d/16Xo3UE0pYRSXS5RtUVr1Izb4wUhz67Sd/view?usp=drive_link
Included applications
- WorldEd selects its tile renderer from the active drawing surface rather
than the saved OpenGL preference, preventing blank tiles when a raster
surface is used while OpenGL is configured.
Its OpenGL renderer also preserves alpha correctly when blending tiles,
removing bright fringes from semi-transparent edges. - TileZed and BuildingEd now select their application identity at compile
time instead of switching interfaces based on the executable filename.
Shared catalogue, map, building and scripting support is retained. - the old Qt 4 CMake projects, inactive code branches
and unused editor components have been removed. Third-party notices and
upstream library sources are retained. - Generate Lots adds Bypass jumbo rules (preserve placed trees) for both
300x300 and 256x256 projects. The per-project option is off by default and
skips both placeholder replacement and neighboring-tree removal, preserving authored
XL and XXL tiles. When unchecked, jumbo rules apply in both formats.
Native 256x256 export no longer bypasses these rules unconditionally.
Applying export settings retains the existing biome-map path. - All three applications support fractional Windows display scaling,
including 120%, 125% and 150%, without rounding to an integer scale.
Generate Lots fits the available desktop, with scrollable options and
confirmation buttons that remain visible.
WorldEd wraps its lower view controls and scrolls the Street Names, Regions
and InGameMap panels on smaller desktops.
BuildingEd
- Materials refresh on the first Iso/Tiles switch, including after changing
floors. Custom furniture groups appear immediately when selected in Building
Tiles, including groups loaded after the dialog was created. - Object tools use distinct keyboard shortcut identifiers. Shortcut edits save
immediately and save errors are reported. Reopening the shortcut editor
retains unsaved edits if a previous save failed. - Rotations and mirrors retain painted tile positions, square attributes,
selections and the supported basement-access footprint with Undo and Redo.
Painted sprite IDs stay unchanged. Border tiles that would leave the
supported area are identified before the operation changes anything. - Undo restores furniture positions correctly for asymmetric or aliased tile
variants after rotations and mirrors. - Changes between editing modes retain selections. Isometric views share
their camera position and zoom without cumulative center drift. - Selecting the active floor again avoids redundant updates. Room highlight
regions are reused until building geometry changes. - Opening a TBX no longer frees replaced local tile definitions while the
building and its automatic preview layers may still reference them. The
definitions are retained until the building is destroyed. - Older TBX tile entries are expanded to the current category layout during
loading. Stair objects whose tile entry is empty no longer crash automatic
layer or welcome-thumbnail rendering. - Room tile Clear, Random, and Choose actions now require a valid selected tile
row. Selecting only a room can no longer pass an invalid category value to
the tile chooser.
Credits and special thanks
- Tim Baker for the original WorldEd and TileZed work that remains the
upstream foundation of these tools. - A very special thank you to Fred 'Military Surplus' Cooper.
- Petro, Pabbiqo [pq], Dane, ! Cacador, Kyber, shakaloblok, shisan-233, and
the Project Zomboid mapping and modding community for reproducible reports,
project files, screenshots, logs, and practical workflow feedback.
Legal authorship and third-party attribution are documented in AUTHORS.txt,
FEATURE_PROVENANCE.md, UPSTREAM-HISTORY.md, and the bundled license
notices.
PZ_Mapping_Tools (43.00) Build 20260909f
PZ Mapping Tools - Build 20260909f - Perfs & Fixes, second round
Tilesets can be found at: https://drive.google.com/file/d/16Xo3UE0pYRSXS5RtUVr1Izb4wUhz67Sd/view?usp=drive_link
All applications
-
All three applications use the same loading window, with a completed
tileset counter and progress bar. Their main windows start centered at
1920 x 1080, fitted to the available desktop including window borders.
Saved dock layouts and temporary window-size overrides remain available. -
TileZed, BuildingEd and WorldEd prepare tilesheet images in parallel with
a processor-aware limit of eight workers. Complete catalogue loading,
ordered map declarations and shared image deduplication are preserved.
WorldEd also retains atlas coordinates when copying newly added tiles
from the image cache. -
Building Tiles ignores exact duplicate material definitions when reading
and saving catalogues. The bundled catalogue no longer contains repeated
entries. Definitions with different orientations or offsets remain separate,
and the first occurrence retains its position and default selection.
TileZed
- TileZed includes a native TileSetZ editor in Tools and tile context menus.
It opens and saves PNG tilesheets, paints individual tiles with Undo,
precuts textures into individual 1x or 2x wall tiles, and generates sheets from the original
wall, floor, curb, roof-wall, roof and extended wall masks. Custom PNG masks
support magenta selection or their alpha channel. Generation has a preview
before insertion, trim colors are editable, and appending preserves existing
IDs. Saves refresh sheets in the configured Tiles catalogue and detect
external file changes before overwriting. Drawing has its own tab with
illustrated tools, shapes, opacity, panning and pixel zoom up to 32x.
Tilesheet and mask previews have a separate tab with full-tile inspection.
Wall cuts use the source dimensions and fixed wall-face size to determine
the tile count automatically. Each source piece is projected without
resampling, with transparent padding for partial edges and consecutive IDs
in source row order. Both wall directions, a source cut grid, an assembly
check and PNG plus TMX export are available. - TileZed's Depth Map Editor adds a selectable color depth palette,
alpha-masked painting, source and grayscale preview modes, and undoable
inversion. Pixel estimates distinguish ground surfaces from vertical
objects using the game's projection. Volumes update their preview while
moved or resized, support Undo and Redo, and can be fitted to the sprite.
Shift-drag adjusts elevation. Generate All replaces the depth tile with
the preview, while Merge Selected adds the selected volume to existing depth. - TileZed selections limited to the current layer and level paste onto the
destination layer. Broader selection scopes retain layer names and relative
levels for copying complete structures, even with only one populated layer. - TileZed and BuildingEd palette context menus offer a saved Show Tile Numbers
toggle. Erasing a curb restores its blend suppression when no remaining
neighboring curb needs it. Undo restores the curb and its blend flags. - Exterior building tiles without a floor retain map tiles on other layers,
including vegetation. Matching layers are replaced and building floors
continue to cover underlying map tiles in rendering and export. - Raster drawing reuses filtered tile images at supported 25% and 50%
zooms with a bounded cache. Edited images select fresh cache entries. - TileZed and BuildingEd avoid rewriting unchanged window and dock settings.
- TileZed and WorldEd show their application name and build identifier before
a document is opened. - Depth-map volume generation prepares primitive transforms once per render
and shares the camera ray between primitives at each pixel. - TileZed generates and removes RoomDefs on negative as well as positive map
levels. New RoomDefs belong to the correct level, and layer-name lookups
recognize signed level prefixes.
PZWorldEd
- WorldEd exports legacy
Professions = allSpawnPoints asunemployed,
preserving other explicitly selected professions and avoiding duplicates.
Existing rectangular SpawnPoints retain their original position and size.
The saved project is unchanged by the conversion. - The LotPack Viewer restores Save Screenshot and F12, with PNG output to
a chosen destination. - WorldEd preserves existing rectangular RoomTone objects during Lua export.
Their original position and dimensions are retained, and EntireBuilding
may be omitted for room scope, as supported by the game. - WorldEd keeps room and building groups separate between source cells during
LOT generation. Connected underground complexes retain their room definitions
when neighboring cells are converted and exported separately. - Thumbnails of buildings placed with basements retain their above-ground
floors. Underground floors are excluded from the displayed variant. - Camera zoom retains existing object geometry and basement previews. Labels
follow geometry edits, including points and polylines. Tile-ordering buffers
are reused between drawing operations. - Search groups rapid typing on large worlds and runs immediately on Enter.
It reuses unchanged result rows and retains each world's search when views
change or a cell is closed. Empty property-definition lists are safe.
BuildingEd
- Materials refresh on the first Iso/Tiles switch, including after changing
floors. Custom furniture groups appear immediately when selected in Building
Tiles, including groups loaded after the dialog was created. - Object tools use distinct keyboard shortcut identifiers. Shortcut edits save
immediately and save errors are reported. Reopening the shortcut editor
retains unsaved edits if a previous save failed. - Rotations and mirrors retain painted tile positions, square attributes,
selections and the supported basement-access footprint with Undo and Redo.
Painted sprite IDs stay unchanged. Border tiles that would leave the
supported area are identified before the operation changes anything. - Undo restores furniture positions correctly for asymmetric or aliased tile
variants after rotations and mirrors. - Changes between editing modes retain selections. Isometric views share
their camera position and zoom without cumulative center drift. - Selecting the active floor again avoids redundant updates. Room highlight
regions are reused until building geometry changes.
Credits and special thanks
- Tim Baker for the original WorldEd and TileZed work that remains the
upstream foundation of these tools. - A very special thank you to Fred 'Military Surplus' Cooper.
- Petro, Pabbiqo [pq], Dane, ! Cacador, Kyber, shakaloblok, shisan-233, and
the Project Zomboid mapping and modding community for reproducible reports,
project files, screenshots, logs, and practical workflow feedback.
Legal authorship and third-party attribution are documented in AUTHORS.txt,
FEATURE_PROVENANCE.md, UPSTREAM-HISTORY.md, and the bundled license
notices.