Open HybridEidolon opened 3 years ago
I investigated the issue, but this will most likely be a wontfix for now.
The TileMapEditor node makes use of the forward_canvas_draw_over_viewport
, which, as its name suggests, draw things on a CanvasItem node provided by the CanvasItemEditor. However, the filtering status is for the whole node, so changing the filter mode on this control would lead to filtering changed for everything that is drawn on this CanvasItem (by other plugins, or the CanvasItemEditorPlugin too).
Solutions might be to either allow changing the filtering on the fly (similar to what we do with drawing transforms for example), or to change the plugin API to be able to add a new Control on top of the CanvasItemEditor node (instead of using callbacks like forward_canvas_draw_over_viewport
).
be able to add a new Control on top of the CanvasItemEditor node
What if, instead of adding the Control to editor, you add it to the TileMap and set as toplevel? Then move the control inside draw
callback, so it acts as pseudo-cursor.
What if, instead of adding the Control to editor, you add it to the TileMap and set as toplevel? Then move the control inside draw callback, so it acts as pseudo-cursor.
It makes things likely more complex and it bloats the tree for an editor-only feature. So I would avoid this.
If you don't set the owner of the "cursor" node, it will be hidden and effectively editor-only (users won't even be aware of its existence if that's your concern).
If you don't set the owner of the "cursor" node, it will be hidden and effectively editor-only (users won't even be aware of its existence if that's your concern).
That would be the case if they could not could be accessed using tool scripts. Implementing such workarounds modifying the tree structure may have significant impacts on a lot of things, so I don't want a workaround that could trigger quite tricky situations.
And in any case, this is definitely not a clean way to solve the issue, and, considering how the issue is not so bad, I won't go for such a workaround.
That would be the case if they could not could be accessed using tool scripts.
Which is possible after #30391 btw
Still present in Godot 4.3
and still present in 4.4 dev.
Godot version
4.0.dev.custom_build [a160a95ea]
System information
W10, Vulkan, NVIDIA GeForce GTX 1080
Issue description
When drawing on tilemaps using the new tilemap feature, the transparent preview of the tile under the drawing cursor always uses linear filtering.
It looks like this when the TileMap's filter mode is set to Nearest:
It should probably match whichever filter mode the TileMap is assigned to use, rather than assuming Linear.
Steps to reproduce
Minimal reproduction project
No response