[SUPPORT] Advanced Turn Based Tile Toolkit

Thanks :slight_smile: It doesn’t look this good for everything, though. These frames are comprised of multiple rigid edge meshes, which works great for flat levels, but variable height becomes a problem in some cases, though I have found ways to mitigate this in many situations. For organic terrain I have also made it possible to use edge decals, but these cannot overlap without doubling brightness in the overlapping corners of the frame, which means I had to make it more like a dotted line.

It’s always a challenge with this toolkit to always make sure every new feature works with both hexagonal and square grids, with landscape as well as placed tiles, with heightmaps and flat maps, with continuous maps as well as sparse dungeons. This is one of the reasons updates take so long. In the update after the next one I will be adding true, multi-leveled heightmaps, which will add another layer (literally) of complexity. I’m getting better and better at it, though :slight_smile: