Rework the TileMap terrain system to improve its usability
### Describe the project you are working on General 2D games, though I have a focus on puzzle or casual games which rely heavily on tilemaps. ### Describe the problem or limitation you are having in your project The terrain system in 4.0 is a replacement for the autotiling system in 3.x. Whilst it is designed to be more powerful and usable, it has a number of issues and behaviors that impact its usability. It also regresses on a number of features from autotiling. Editing terrains affects neighboring tiles in unexpected ways, often altering their type. https://user-images.githubusercontent.com/33663279/195207033-23d72638-dfee-409b-8011-7ba7d2160881.mp4 https://user-images.githubusercontent.com/33663279/195207050-1a79e320-0318-47c8-b9c9-5a7ee354afdb.mp4 Terrain sets do not play nicely at all. https://user-images.githubusercontent.com/33663279/195207224-e4d5bcf8-8fd6-4817-a21c-f4b9550cde10.mp4 No substitute for `_is_tile_bound` in 3.x. No way to make different types of terrain interact like you could in 3.x with autotiling. https://user-images.githubusercontent.com/33663279/195207296-eceb0041-2880-454f-bc95-3544b6cfe491.mp4 Results depend on painting order. https://user-images.githubusercontent.com/33663279/195207535-40f7207a-d705-4d8a-9a23-386b9af6e94c.mp4 There are other similar behaviors, but hopefully you get the idea. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation There are four key changes which I believe will
Posted by Portponky on Oct 11, 2022, 10:42 PM
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Rework the TileMap terrain system to improve its usability
### Describe the project you are working on General 2D games, though I have a focus on puzzle or casual games which rely heavily on tilemaps. ### Describe the problem or limitation you are having in your project The terrain system in 4.0 is a replacement for the autotiling system in 3.x. Whilst it is designed to be more powerful and usable, it has a number of issues and behaviors that impact its usability. It also regresses on a number of features from autotiling. Editing terrains affects neighboring tiles in unexpected ways, often altering their type. https://user-images.githubusercontent.com/33663279/195207033-23d72638-dfee-409b-8011-7ba7d2160881.mp4 https://user-images.githubusercontent.com/33663279/195207050-1a79e320-0318-47c8-b9c9-5a7ee354afdb.mp4 Terrain sets do not play nicely at all. https://user-images.githubusercontent.com/33663279/195207224-e4d5bcf8-8fd6-4817-a21c-f4b9550cde10.mp4 No substitute for `_is_tile_bound` in 3.x. No way to make different types of terrain interact like you could in 3.x with autotiling. https://user-images.githubusercontent.com/33663279/195207296-eceb0041-2880-454f-bc95-3544b6cfe491.mp4 Results depend on painting order. https://user-images.githubusercontent.com/33663279/195207535-40f7207a-d705-4d8a-9a23-386b9af6e94c.mp4 There are other similar behaviors, but hopefully you get the idea. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation There are four key changes which I believe will
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