Feature — Editor selection tools + legacy TileMap support (community contributions)
Two community contributions from @aallnneess (PRs #33 and #32), reviewed and verified locally against the live editor command router in Godot 4.6.1.
Added — editor selection tools
get_editor_selection— read the current Scene-dock selection (top_onlyreturns only topmost nodes). Each node reportsname, scene-relativepath, andtype.select_nodes— select one (node_path) or many (node_paths) nodes, withmode=replace/add/remove. Optionally focuses the node and the Inspector.clear_editor_selection— clear the selection and report how many nodes were deselected.- Built on Godot's public
EditorSelection/EditorInterfaceAPI. Node tools 14 → 17; total 172 → 175.
Added — legacy TileMap support
- All
tilemap_*commands now accept deprecated multi-layerTileMapnodes in addition toTileMapLayer(useful for inspecting/migrating older scenes).TileMapLayerremains the primary path. - Optional
layerparameter for legacyTileMapon set/fill/get/used_cells/clear (defaults to0;TileMapLayeronly accepts0). - Out-of-range layers return a clear error; layer-aware UndoRedo;
tilemap_clearcan clear one legacy layer or all;tilemap_get_infoaddslayer_countand a per-layerlayersarray.
Fixed
select_nodesmulti-node selection collapse — under default params the trailingedit_node()/inspect_object()calls resetEditorSelectionto a single node, collapsing multi-node selections to the last node. Focus/inspect is now applied only for single-node selections, so multi-node selections persist as requested. Caught during local verification in Godot 4.6.1.
Note
This release also folds in the previously-tagged-but-unreleased v1.14.1 patch (assert_node_state regression fix).
🤖 Generated with Claude Code