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.
This commit is contained in:
PJB3005 2017-12-08 20:14:06 +01:00
parent 146bdf031d
commit cea5078ebe

View file

@ -513,16 +513,13 @@ void TileMap::_update_dirty_quadrants() {
}
Ref<OccluderPolygon2D> occluder;
Vector2 occluder_ofs;
if (tile_set->tile_get_is_autotile(c.id)) {
occluder = tile_set->autotile_get_light_occluder(c.id, Vector2(c.autotile_coord_x, c.autotile_coord_y));
occluder_ofs = tile_set->tile_get_occluder_offset(c.id);
} else {
occluder = tile_set->tile_get_light_occluder(c.id);
occluder_ofs = Vector2();
}
if (occluder.is_valid()) {
Vector2 occluder_ofs = tile_set->tile_get_occluder_offset(c.id);
Transform2D xform;
xform.set_origin(offset.floor() + q.pos);
_fix_cell_transform(xform, c, occluder_ofs + center_ofs, s);