Deleting a tile left the cells painted with it in the tilemaps. They
drew nothing, blocked nothing and did not show in the delete dialog,
but still read as a tile for "Tile at" and stopped a fill.
- DeleteAssetCommand empties the cells of a deleted tile on every
layer of every tilemap in the same step. Undo puts the tile and its
cells back together.
- The delete dialog counts them, for example "3 cell(s) on 1
tilemap(s) are painted with it and become empty." (cellsPainted).
- presentTile treats a cell naming a missing tile as empty. "Tile at"
(World.tileAt) and floodFill use it, so cells already in existing
files read and fill as empty. There is no migration.
- The brush, the rectangle and the fill check the tile in hand. A
tile deleted after it was picked no longer paints new invisible
cells, the editor says "Choose a tile to paint with." instead.
- Unchanged on purpose: the picker still reports such a cell as
naming a tile that no longer exists, and erasing removes it.
Tests:
- ./check.sh: 195 files, 2823 tests, CHECK EXIT 0 (+6).
- GM_STEPS=39,40: ALL PASSED, 100 checks (4 new in 40t).
- Full e2e sum is now 1590 (1586 confirmed by CI on round 8, plus 4).
- Counter-checks, all fail as expected: 5 in unit tests (delete
without emptying, undo without cells, fill and "Tile at" without
presentTile, wrong map count) and 3 in the browser (dialog without
count, delete without emptying, brush without the check).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A project with three tilemap layers, two of them with collision on
water and hill tiles, ran at 33 to 52 fps. A CPU profile showed that
almost all of the time went into the collision geometry of the map.
It was rebuilt from scratch every frame although nothing had changed.
The animated water makes the views redraw every frame, so the cost
was never skipped.
- New module tilemapMemo keeps what is derived from the cells: the
tiles of a layer, the blocking cells, the rectangles and polygons.
It is reused as long as the content stays the same.
- A brush stroke paints into the existing cells object. The memo
therefore compares the content cell by cell, not the identity.
The comparison walks two arrays in insertion order.
- Clipped outlines are kept per outline list. The model always
replaces that list instead of changing it.
- PhysicsSystem no longer rebuilds the shapes of a tilemap each tick
while its cells, placement and settings are unchanged. Before, it
also built a JSON key from all world shapes every tick.
- The overlaid layers after Set tile in a run stay stable. Otherwise
the memo would miss on every call after the first edit.
The #184 work only helped Move and raycasts, not this path.
Measured on stein2 (i5-7500T, HD 630), script time per frame:
- Scene, nothing selected: 17.7 ms, 52 fps -> 5.8 ms, 60 fps
- Tilemap selected: 26.2 ms, 38 fps -> 8.6 ms, 60 fps
- Play: 29.9 ms, 33 fps -> 8.7 ms, 60 fps
About 3 ms per frame remain. The content comparison costs roughly
60 us per 700-cell layer and runs about 40 times a frame. The mesh
geometries in TilemapField are still rebuilt every frame.
Tests:
- ./check.sh: 162 files, 2377 tests, CHECK EXIT 0 (before 2370)
- e2e 1-5 and 39-43: ALL PASSED, 289 checks
- 7 new unit tests in tests/core/tilemap-memo.test.ts
- 5 counter checks (content ignored, no memo, outline by kind only,
physics always rebuilds, layer settings ignored) each fail their
test. All originals are back, checked with cmp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A behavior could move sprites around but had no way to look at or
change the tilemap it was standing on. Doors, breakable blocks and
"is there ground ahead?" checks all need that.
- New nodes Tile at, Set tile, World to cell and Cell to world. The
conversion honours position, rotation, scale and mirroring of the
placed map. A small Tile literal node lets a graph compare what it
read against a fixed tile.
- The layer is picked by name from all tilemap layers in the project
through a new field kind. "First layer" takes the map's first one.
Because layer is an input, a text can also be wired in.
- Each placement keeps only its edited cells in liveTilemap.ts,
layered over the asset's cells. A second placement of the same map
stays untouched, and the asset itself is never written.
- A read sees a Set tile from earlier in the same flow. Drawing picks
up the edit at once and neighbouring autotile edges adapt.
- Solids see the edits straight away, so a Move in the same frame
already hits the new cell. Rapier rebuilds its shapes on the next
step.
- After Stop the map is back to what was painted. The editor run shows
the edit in the scene view while it lasts and does not touch the
project.
- An unwired tilemap input means no map, like Get position. Cells
outside the grid are refused and done reports false.
Tests:
- ./check.sh: 155 files, 2271 tests, CHECK EXIT 0 (before 2245).
- tests/core/tile-access.test.ts (14), one physics test for a floor
set at runtime, catalog entries for the five nodes.
- e2e 39,40: all passed, 86 checks (before 81), five new in 40s.
- Counter-checks: collision ignoring edits fails 3 unit tests, the
solids cache missing same-tick edits fails only the "at once" test,
drawing ignoring edits fails the 2 drawing checks, the editor run
not reporting a new tile fails only its check.
- 40s uses a still tile. The animated fixture tile redraws every frame
and hid the last counter-check at first.
- Check total 1351 + 5 = 1356, computed. CI confirmed 1351 at cb32b4b.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>