Open Skwint opened 2 years ago
That's expected, you are in painting mode. Either use the picker to select tile without changing it: or use the other mode (it allows to edit shapes too):
Hey I just came here with basically the same thing. I love that you can quickly paint the physics shapes to tiles, that is great, but if you already have a shape defined and you click on an existing tile it would be nice that it didn't immediately overwrite it, maybe make it so you have to hold shift or ctrl or something to overwrite an existing shape (or make it a paint "mode" to paint new only without the modifier?).
Could maybe be useful for doing a lot of physics shapes quickly when the tilemap has some exceptions in between, maybe, but I do realise this could also be interpreted as a "learn how to use the tools properly", especially making sure you press P before selecting an already drawn tile etc.
Ctrl already picks shapes.
Well, now I feel silly, thanks lol
Would still be good if it didn't always overwrite it when painting, though, optionally.
Godot version
4.0.beta1.official
System information
windows 7 64 bit
Issue description
When editing the physics properties of the tiles in a TileSet, if I select a tile I have already defined a collision shape for its collision shape is replaced with whatever is currently in the editor. I would expect the editor to instead load the existing shape for the selected Tile. First image current state with second tile down in left most column selected Second image state after clicking once on third tile down in left most column
Steps to reproduce
The TileMap is the root node and only node of a scene (tile_map.tscn), and is using the example 3x3 simple prototype tile map. Select TileSet, select edit, change the collision shape on a tile, then select a different tile and watch what happens.
If it doesn't reproduce, try alt-tabbing away from the editor and back. The problem is intermittent, but I haven't figured out a root cause.
Minimal reproduction project
MahouMash.zip