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2 changes: 1 addition & 1 deletion automated_updates_data.json
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
{
"last_automated_updates_commit": "6a91e8b6fa95cbd044cbd768ef8cf34c0f952015",
"last_automated_updates_commit": "223edb68e0d51042540ac6ef4916f4e0b582866c",
"last_improved_things": [
{
"date": "2026-02-16",
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4 changes: 4 additions & 0 deletions docs/gdevelop5/interface/project-manager/resources.md
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Expand Up @@ -61,6 +61,10 @@ This allows you to preload audio files as music/sound, making them start quickly

![](/gdevelop5/interface/project-manager/resources/pasted/20230310-181721.png)

### Searching for a resource

A **search bar** at the top of the resource list lets you quickly filter the resources by name, which is convenient in projects that contain many files.

### Keyboard navigation

When the resource list is focused, you can use the **arrow keys** (Up/Down) to move between resources. Pressing the **Delete** key removes the selected resource, and pressing the **Rename** shortcut (F2 by default) starts renaming it. After a resource is deleted, the next resource in the list is automatically selected so you can continue working without reaching for the mouse.
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12 changes: 12 additions & 0 deletions docs/gdevelop5/objects/tilemap/index.md
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Expand Up @@ -128,6 +128,12 @@ You can then click **Apply** and drag'n'drop the object on the scene if it's not

A platformer game often needs different kind of objects like platforms, jumpthru or ladders. One collision mask should be created for each kind. The example in the following screenshots can be opened in the online editor ([open the project](https://editor.gdevelop.io/?project=example://platformer-with-tilemap)).

### Generating collisions directly on the object

The External Tilemap object can generate its own hitboxes: enable the **Enable collision** property in the object's **Collision** settings. The optional **Class filter** property restricts the hitboxes to tiles whose "Class" (set in Tiled 1.9+) matches, in the same way as the separate collision mask object described below.

This is convenient when a single kind of collision is enough. When you need several kinds of collisions (platforms, ladders, jumpthru...) on the same map, use dedicated **Tilemap collision mask** objects instead, as described below.

### Generating tilemap collision masks automatically

!!! warning
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![](pasted/20210104-112229.png)

## Modify tiles in-game

Tiles of an External Tilemap can be read and changed while the game is running, using actions, conditions and expressions. You can read or replace the tile at given scene or grid coordinates, remove a tile, flip a tile, and change the grid size of the map. This is useful for destructible levels, procedurally generated maps or reacting to the player.

Each tile has an identifier (id) based on its position in the tileset. See the [integrated Tilemap object documentation](/gdevelop5/objects/simple_tilemap/#tile-manipulation) for details on how tile ids are computed.

## Reference

All actions, conditions and expressions are listed in [the tilemap reference page](/gdevelop5/all-features/tilemap/reference/).