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Going forward with the TileMap editor

### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project The 4.0 TileMap, despite a lot of improvements, has still lot of issues that leads to a frustrating UX in some cases and has an API more complex than in 3.x. I think there are still some big improvements that could be done, that are either compatibility-breaking or not. I want to use this proposal as a tracker of things that could be improved and how they could be implemented. - [x] **Tile rotations and flip.** Compared to 3.x, creating flipped / rotated tiles is a bit more complex in 4.0. You need to create alternative tiles for each tile. To solve this issue, I suggest using 3 bits from the `alternative_tile` to store the filp_h/flip_v/transpose status, which is a 32 bit integer. It's theoretically compat breaking, but I doubt anyone reached enough alternative tiles to need the 32 bits count. When rotating tiles on the map, those bits should only be set for tiles using a `TileSetAtlasSource`, otherwise it would lead to invalid tiles for `TileSetScenesCollectionSource`. Regarding the API, I see two solutions to the problem: - make set_cell provide 3 bools to flips to the tile. The main problem with that approach is that it would make the set_cell function super long, and it would also not work with scene tiles (unless we want to make it work with scene tiles, but that would means that it may cause issues with moving scenes). - provide a `transform

Posted by groud on Mar 3, 2023, 4:52 PM

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Going forward with the TileMap editor

groudMar 3, 2023, 4:52 PM

### Describe the project you are working on Godot ### Describe the problem or limitation you are having in your project The 4.0 TileMap, despite a lot of improvements, has still lot of issues that leads to a frustrating UX in some cases and has an API more complex than in 3.x. I think there are still some big improvements that could be done, that are either compatibility-breaking or not. I want to use this proposal as a tracker of things that could be improved and how they could be implemented. - [x] **Tile rotations and flip.** Compared to 3.x, creating flipped / rotated tiles is a bit more complex in 4.0. You need to create alternative tiles for each tile. To solve this issue, I suggest using 3 bits from the `alternative_tile` to store the filp_h/flip_v/transpose status, which is a 32 bit integer. It's theoretically compat breaking, but I doubt anyone reached enough alternative tiles to need the 32 bits count. When rotating tiles on the map, those bits should only be set for tiles using a `TileSetAtlasSource`, otherwise it would lead to invalid tiles for `TileSetScenesCollectionSource`. Regarding the API, I see two solutions to the problem: - make set_cell provide 3 bools to flips to the tile. The main problem with that approach is that it would make the set_cell function super long, and it would also not work with scene tiles (unless we want to make it work with scene tiles, but that would means that it may cause issues with moving scenes). - provide a `transform

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