Fixes TileMap occluder offsets.
This is NOT related to #14388! This fixes a graphical bug where the light occluders used by tilemaps weren't getting offset anymore, this they'd be positioned incorrectly. I tried on all 3 tilemap positioning modes and it seemed to work on every one.
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1 changed files with 1 additions and 4 deletions
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@ -513,16 +513,13 @@ void TileMap::_update_dirty_quadrants() {
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}
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Ref<OccluderPolygon2D> occluder;
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Vector2 occluder_ofs;
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if (tile_set->tile_get_is_autotile(c.id)) {
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occluder = tile_set->autotile_get_light_occluder(c.id, Vector2(c.autotile_coord_x, c.autotile_coord_y));
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occluder_ofs = tile_set->tile_get_occluder_offset(c.id);
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} else {
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occluder = tile_set->tile_get_light_occluder(c.id);
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occluder_ofs = Vector2();
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}
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if (occluder.is_valid()) {
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Vector2 occluder_ofs = tile_set->tile_get_occluder_offset(c.id);
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Transform2D xform;
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xform.set_origin(offset.floor() + q.pos);
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_fix_cell_transform(xform, c, occluder_ofs + center_ofs, s);
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