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Ability to lock layers #734
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+1 for this |
Currently, hiding a layer can effectively be used to avoid working on a layer since this also disables the tools from working on the layer. |
yes, but I still think that being able to see what is on the other layers (the locked ones) while you work on a new one would be nice. |
Agree with xerosugar |
+1 also |
+1, currently our game has multiple layer and i throw an error when wrong tile are inserted into the special layer. Being able to lock the layer would be nice to prevent any unwanted tile inserted in that layer. |
I don't usually +1 something, but now that we have scaleable objects, this feature is getting more important. We use lots of gradients on the topmost and bottommost layers that make it hard to nudge other objects in a map. |
Alright, I've added it to the roadmap. You can vote on it there. I'm still trying to find out how to prioritize features against each other. I definitely agree this would be a good to have feature, no question about it. Sometimes I tell people they can support me on Patreon to help me get around to more features sooner, but I see you already are @superqix, so thanks a lot for your support! And to @kheftel as well of course! |
Thanks for adding to the roadmap. I've been super impressed with updates since you went with Patreon funding, so keep up the good work. I'm working toward releasing a new Lua loader for CoronaSDK/Love2D so hopefully that will open you up to a new group of Patreons. |
It's been awesome to see the pace of updates increase as patreon funding grows :). This is a great piece of software, and @bjorn you have done excellent work with it! |
That's great to hear, thanks! As for growing the funding, this seems really hard from the current level. The pace rather stopped once the first goal was reached, but I'd still like to reach the second goal as well. I've opened up issue #1064 for this. :-) |
I've actually already implemented layer locking in our local version of Tiled. Do you want me to try a pull request for it? Or did you have a plan in mind for it already? |
@EdenIndustries This is one of those features I'd like to get around to sooner rather than later, but I did not do any work on it yet since there are many other things I'd like to get done as well. So feel free to open a pull request for it, I'm looking forward to see your changes! |
@bjorn Ok I'll see what I can do! To my embarassment, I admit Git's notion of branches and pulling and forking and such is not something I'm all that familiar with yet (I've only really used SVN and Perforce), but I'll try to figure it out and get the pull request sorted out :) |
@EdenIndustries Good luck and feel free to ask questions! No need to be embarrassed! |
@EdenIndustries Try this, it's interactive and very helpful http://pcottle.github.io/learnGitBranching/ |
@JesseTG Wow, very cool, thanks! |
👍 |
@EdenIndustries Did you ever get a branch or PR organized for this? |
Sorry, no. It's been a really busy time for us prepping for GDC and now E3. I can see if I have time to get around to it though. Or if you build Tiled locally, I can just send you the relevant files maybe? |
I'd be willing to give it a look. wilson at no2games dot com is probably the easiest way to send it along. Thanks! |
No problem! I'll try to send it along shortly |
+1 :) |
+1 |
What exactly will be the features? A layer locked means that we won't be able to edit it, right? |
Exactly. Also, a locked group layer means the lock applies to the child layers as well, recursively. See for example One of the things you'll need to do is to find a way to add another interactive icon to each layer in the layers view. We used the checkable state for the visibility, and first of all we could try to do the same by adding another checkable column. |
* Fixed crash when editing collision when tile image wasn't loaded When opening a tileset it can happen that the tileset image fails to load. In this case, opening the tile collision editor could lead to a crash. * GmxPlugin: Fixed tile type inheritance for tile objects Now tile objects of which the tile has a type defined are exported as instances of this type of object in the GameMaker room file. * Added toolbar for stamp brush and bucket fill tool (mapeditor#1586) This adds a new tool-specific toolbar that can be used by tools. Currently contains actions for rotating/flipping stamp and toggling random mode. Closes mapeditor#1084 * docs: Fixed link to other page * QtPropertyBrowser: Removed deprecation warnings The classes were deprecated in Qt 5.0 and warnings have been added in Qt 5.7. * Fixed rendering of tile object outlines for resized objects They were taking the size of the image instead of the size of the object, which means this was broken since Tiled 0.12. * Fixed rendering of tile objects when the image couldn't be loaded If the tile was found but its image failed to load, tile objects would not render at all and due to a broken boundingRect be also impossible to interact with. Now they render as the special "missing image marker" and can be interacted with. * More fixes for labels of objects nested in a group layer * Fixed labels shown on objects hidden via a group layer * Fixed updating of label visibility when toggling group layer visibility * Fixed updating of label positions when moving a group layer When moving a group layer, any labels present for objects nested within that group layer need to be synchronized. * GmxPlugin: Added support for defining views with objects (mapeditor#1621) * Fixed hang when trying to fill with a pasted stamp Since 688ec7d the size of a copied map is set to 0x0 instead of matching the tile layer's size. It was supposed to be irrelevant, but as it turns out TileStamp::maxSize was based on the size of the map instead of the size of the tile layer. This could lead to an infinite loop in fillWithStamp in bucketfilltool.cpp. Closes mapeditor#1617 Closes mapeditor#1624 * Restored Ctrl+N shortcut on "New Map" action There isn't really a good reason not to have this shortcut. Eventually it may pop up a dialog where you can pick what you want to create, but since it's more common to create new maps than new tilesets we can just do that for now. * Use initializer list for quick-stamp keys * Introduced TilesetDocumentsModel and its sort-filter model companion This model lists the tileset documents that are currently open, and the sort-filter version sorts them by name and filters out tilesets that are embedded in other maps than the current one. This model extracts part of the logic from TilesetDock, so that it could be reused by an updated TerrainModel. The TerrainModel currently only lists terrains from tilesets that are already part of the map, but it should display all loaded external tilesets. * libtiled-java: Fixed wrong exception being caught in TileSet (mapeditor#1629) * Display all tilesets with terrain in the Terrains view Except for tilesets that are embedded into another map than the current one, the Terrains view now displays all tilesets that have terrains defined. The Terrain Brush will now automatically add the tileset of the currently selected terrain to the map when it isn't already present. * Show custom properties on tiles and terrains in the map editor While still not editable, this change shows these properties in a read-only fashion. It is often useful to see them, as indicated by multiple users on the forum. * Bumped version to 1.0.2 and updated NEWS file * Adds option to lock/unlock layer (mapeditor#1627) Locking a layer prevents modifications to the layer by the tools, as well as by some actions like cut and delete. Modifications to objects are prevented by making them not selectable. Closes mapeditor#734 * Fixed tool tips on flipping and rotating stamp actions
Locking Layers would be really great! And entirely Layer Groups of course. All like in Photoshop. |
@UliAbo Well, this issue was closed back in 2017 because locking of layers was added in Tiled 1.1, including locking of layer groups (when a group layer is locked, all its children are also considered locked, even though this is not visualized in the Layers view). What are you missing? |
@bjorn I'm sorry, you are totally right, this is all implemented (and I already used it...). |
I think this should be added to prevent the user from working on the wrong layer.
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