# Various engine improvements - editing collections in editor, Tiled fix for multiple tilesets, API simplifications

**URL:** <https://forum.castle-engine.io/t/various-engine-improvements-editing-collections-in-editor-tiled-fix-for-multiple-tilesets-api-simplifications/464>\
**Category:** News\
**Created:** [November 26, 2021, 11:11pm UTC](https://forum.castle-engine.io/t/various-engine-improvements-editing-collections-in-editor-tiled-fix-for-multiple-tilesets-api-simplifications/464 "2021-11-26T23:11:07Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)\
**Post date:** [November 26, 2021, 11:11pm UTC](https://forum.castle-engine.io/t/various-engine-improvements-editing-collections-in-editor-tiled-fix-for-multiple-tilesets-api-simplifications/464/1 "2021-11-26T23:11:07Z")

</div>

| [![Editing collection in CGE editor](https://castle-engine.io/wp/wp-content/uploads/2021/11/1834-1043-max-200x114.png)](https://castle-engine.io/wp/wp-content/uploads/2021/11/1834-1043-max.png "Editing collection in CGE editor") |
| [![Editing collection in CGE editor](https://castle-engine.io/wp/wp-content/uploads/2021/11/131446879-f4d8ea10-4b0d-4a7e-af75-5f169a7856e7-200x157.png)](https://castle-engine.io/wp/wp-content/uploads/2021/11/131446879-f4d8ea10-4b0d-4a7e-af75-5f169a7856e7.png "Editing collection in CGE editor") |
| [![Tiled Map Viewer](https://castle-engine.io/wp/wp-content/uploads/2021/11/Zrzut-ekranu-z-2021-11-26-23-53-52-200x118.png)](https://castle-engine.io/wp/wp-content/uploads/2021/11/Zrzut-ekranu-z-2021-11-26-23-53-52.png "Tiled Map Viewer") |

1. Thanks to _Trung Le (Kagamma)_, you can now use _collection editors_ in [Castle Game Engine Editor](https://castle-engine.io/manual_editor.php) just like in [Lazarus](https://www.lazarus-ide.org/). 

2. Thanks to _Matthias_ ([Free Pascal meets SDL](https://www.freepascal-meets-sdl.net/)), we have an important Tiled bug fixed — in case you used multiple tilesets within one Tiled map. Testcases are within [examples/tiled/map\_viewer](https://github.com/castle-engine/castle-engine/tree/master/examples/tiled/map_viewer) data.

3. On our quest of simplifying CGE API, we recently removed a useless `TInputListener` class (it is now a deprecated alias for [TCastleUserInterface](https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleUserInterface.html)) and the new non-deprecated name for `TUIContainer` is now [TCastleContainer](https://castle-engine.io/apidoc-unstable/html/CastleUIControls.TCastleContainer.html).

4. [view3dscene](https://castle-engine.io/view3dscene.php) supports a new command-line option `--no-x3d-extensions` if you’d like to convert models from various formats (e.g. glTF) to X3D without any [Castle Game Engine X3D extensions](https://castle-engine.io/vrml_x3d.php). While it may make the models a bit less functional in CGE, it makes them more readily useful with other X3D viewers like [X3DOM](https://www.x3dom.org/).

5. During the development of [The Unholy Society](https://unholy-society.com/) for iOS, we noticed a weirdness with `Release` events on iOS, which stem from how iOS reports touchesEnded / touchesCancelled events. There’s nothing we can do about them (and every iOS application suffers from them, as far as we can tell, regardless of the engine/framework used to make it), so they are just documented now at [iOS – Known Problems](https://github.com/castle-engine/castle-engine/wiki/iOS#known-problems).
