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Implement X-draw-order switch in TileMapLayer #92787
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Was just looking into this too. 😄
Missing docs.
Also while at it:
- there's missing guard in
TileMapLayer::set_use_kinematic_bodies
, - in
TileMapLayer::set_rendering_quadrant_size
dirty flag should be set after the error and assignment.
I've just pushed a new version, I believe everything should be fixed now. |
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The code LGTM, haven't tested though. 🙃
+Still you could address:
Also while at it:
- there's missing guard in
TileMapLayer::set_use_kinematic_bodies
,- in
TileMapLayer::set_rendering_quadrant_size
dirty flag should be set after the error and assignment.
Done! |
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Rechecked the changes, noticed only another little typo in the docs. Besides looks mergeable to me. 👍
Also briefly tested this, AFAICT it works as intended.
Thanks, should be good now! |
Thanks! |
So, I marked it as a bug since setting on Y-sort does end invert the X-drawing order, and I think it should not. So, this makes the default behavior consistent with when Y-sort is disabled.
However, for users who would like the keep the old behavior (which is a valid use case too), I added an
x_draw_order_reversed
switch.I think it's a pretty safe change, and it would be very nice to have this bugfix/enhancement in 4.3.
Closes #71257
Closes godotengine/godot-proposals#9882