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Merge pull request gaea-godot#161 from BenjaTK/4.3-upgrade
Change documentation to reflect 4.3 changes
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docs/resources.md

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# Gaea's resources
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Gaea takes advantage of Godot's **resources**. In this addon, they're used for the generators' settings, telling the generators which tiles from the TileMap to use, and for the modifiers.
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Gaea takes advantage of Godot's **resources**. In this addon, they're used for the generators' settings, to hold data for each cell in the grid, and for the modifiers.
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## GaeaGrid
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docs/tutorials/chunk_generation.md

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>
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> If you don't have an understanding of these topics, see [this lovely tutorial](https://www.youtube.com/watch?v=oB1xsCcO9wI) by [DevWorm](https://www.youtube.com/@dev-worm)!
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Gaea comes pre-packaged with multiple different generators, but for this example, we'll be using the `NoiseGenerator` node, the `TilemapGaeaRenderer` node, the Godot built-in `TileMap` node, and a `CharacterBody2D` node, which will represent our Player!
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Gaea comes pre-packaged with multiple different generators, but for this example, we'll be using the `NoiseGenerator` node, the `TilemapGaeaRenderer` node, the Godot built-in `TileMapLayer`s (or `TileMap`, if you prefer that), and a `CharacterBody2D` node, which will represent our Player!
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> Only certain generators work with chunk loading. These are the `ChunkAwareGenerator`s, such as the noise or heightmap generators. `ChunkAwareGenerator` is an abstract class that you can extend to make your own generators, but shouldn't be used on its own.
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![Nodes needed for the Tutorial](../assets/tutorials/chunk_generation/chunk-generation-nodes.png)
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![Nodes needed for the Tutorial](../assets/tutorials/chunk_generation/chunk-generation-loader.png)
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### Setup
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After finding this node, you can add it anywhere in the scene tree, in this instance, I've added it as a child node of the `NoiseGenerator`
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![Add the Chunk](..%2Fassets%2Ftutorials%2Fchunk_generation%2Fchunk-generation-loader.png)
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![Add the Chunk](../assets/tutorials/chunk_generation/chunk-generation-nodes.png)
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Once this node has been added to the tree, you need to assign the `Generator` and `Actor` nodes to the `ChunkLoader2D`, these map to the `NoiseGenerator` and `CharacterBody2D` nodes mentioned earlier!
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docs/tutorials/getting_started.md

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Gaea comes with a bunch of different **generator nodes**. To make a dungeon, we'll use the [WalkerGenerator](/generators/walker.md), inspired by the algorithm used in Nuclear Throne.
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> You can use the scene at `res://scenes/tutorials/getting_started/getting_started.tscn` to follow this tutorial. It starts with WalkerGenerator, TilemapGaeaRenderer and TileMap nodes:
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> You can use the scene at `res://scenes/tutorials/getting_started/getting_started.tscn` to follow this tutorial. It starts with WalkerGenerator, TilemapGaeaRenderer and TileMapLayer nodes:
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> ![Scene tree](../assets/tutorials/getting_started/scene-tree.png)
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![Referencing nodes](../assets/tutorials/getting_started/referencing_nodes.gif)
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> In Godot 4.3, you'll probably want to use `TileMapLayer`s instead. This is also the default in Gaea from that version.
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![Assinging TileMapLayer nodes](../assets/tutorials/getting_started/tilemap-layers.gif)
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### GeneratorSettings
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First, let's set up the generator's settings. Go to the generator's inspector, and add a `WalkerGeneratorSettings` resource to its `settings` property.

scenes/demos/noise/chunk_noise_demo.tscn

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scenes/tutorials/getting_started/getting_started.tscn

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[node name="WalkerGenerator" type="Node2D" parent="."]
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script = ExtResource("1_s6jhf")
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[node name="TileMap" type="TileMap" parent="."]
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[node name="TileMap" type="Node2D" parent="."]
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[node name="Layer0" type="TileMapLayer" parent="TileMap"]
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use_parent_material = true
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tile_set = SubResource("TileSet_vnxuo")
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format = 2
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[node name="TilemapGaeaRenderer" type="Node" parent="."]
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script = ExtResource("4_1xbqd")

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