Closed Ranoller closed 2 weeks ago
I also ran into this. I feel like there should be an explicit list of all the tiles tied to a texture as opposed to the current behavior of trying to be "smart" about it with contextual clicking and overlapping colored borders. As it stands, on a complex tileset it can be difficult to ascertain how many tiles you even have, and managing multiple tiles on a single texture can become extremely unwieldy extremely fast. Atlas sprites seem to cover most use cases of having to deal with lots of similarly configured tiles, so I don't feel like we'd be losing much by completely axing the current selection methodology.
Still valid in 3.2.2 rc2 IMO we should just disallow tiles with overlapping regions. Somewhat related to https://github.com/godotengine/godot-proposals/issues/896
Tile overlap is no longer possible.
Godot version:
3.1 alpha 2ba42b709541928aaaa0312077d5b9cacdb696a5
OS/device including version:
Windows 7
Issue description:
When you have more that one tile in a texture in the new editor, and two or more tiles are overlaping completely at the same place of the texture, the tiniest becomes un-selectable, allways is selected the bigger. Behavior should be the oposite, allways select the tiniest, because the bigger have "non colliding space" to click, but the tiniest not, and become "un-clickable"... and this is a problem because tileset editor don´t allow to load a texture more that one time, so any tile that you need to do with a texture will be together with others.
Steps to reproduce: