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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.