Open mathealgou opened 5 months ago
So you mean between the "walls" and the "floor" atlases? Because you can already copy them in the same texture with the "paint" tool, asking because your proposal doesn't make this very clear at all
So you mean between the "walls" and the "floor" atlases? Because you can already copy them in the same texture with the "paint" tool
Firstly, thanks for reminding me of the word "atlas", I forgot it, but that's what I meant by "texture". But no, I mean like having a "walls" and a "walls_green" or "walls_red", and just setting the physics layer for one and copying to the others. I've just tried that with the paint tool, and apperently the one thing the paint tool doesn't let you copy is the bitmask, and even if it did, wouldn't I have to do that one tile at a time?
What bitmask? The collision layers?
What bitmask? The collision layers?
Yes, the collision layers, more specifically the collision shapes.
The shapes you can paint, what is missing?
The shapes you can paint, what is missing?
I've opened the editor to try it, and you can paint, what you can't do is copy. My proposal is to be able to copy all the shapes from one atlas to another.
That's what I asked and you didn't reply with that, you talked about layers, not the atlases, so as I was saying you weren't clear 🙂
that's what I meant by "texture". But no
Good that we've cleared that up
Not as far as I know, but haven't tried it directly
Not as far as I know, but haven't tried it directly
Yeah, I've seen a few people with the same problem, once I realised there wasn't a way in the editor, I tried for a couple of hours to write an addon to do it.
I ended bodging a solution that envolves saving the tileset resource as a .tres file, duplicating it, changing the tileset reference directly in the text, and adding some code in the tileset so that I can change what texture resource for another one. It's, let's say, not pretty.
Thankfully, Godot let's you copy a resource's UID, if it didn't, I wouldn't even have been able to do this monstruosity.
Describe the project you are working on
A 2D top-down shooter.
Describe the problem or limitation you are having in your project
I have multiple levels, and it would be fine to use the same collision polygon certain elements in all of them, but for the kind of variety of elements I'm going for, it's a lot of work just to insert them all one at a time. Take the tileset below as an example:
It makes a lot of sense in a case like this to have the same walls with another color, another "texture", or other different details in them, but have other objects colide with them in the same way.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
One way to implement it would be by having a right click menu with the options to copy/paste a bitmask.![image](https://github.com/godotengine/godot-proposals/assets/23152411/5d91c7a9-317a-43d9-9de5-eec468bb7aa7)
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
For copying:
For pasting:
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not that I know of, I did try to solve it in a somewhat elegant manner in an addon and faild.
Is there a reason why this should be core and not an add-on in the asset library?
While looking for a way to do this (before I realised there was no way to do it), I've encountered a few people having the exact same problem. At the very least, it seemed like a common issue, and a thing that people (myself included) just expected to be able to do. Also, I have tried to make an extension for this and did not succed.
(On a last note, I'd be happy to help implement this, but since I'm no good with C++, I feel I'd make more harm than good in that case.)