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Tilemaps no longer reflect changes via live updates #77328

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waldnercharles opened this issue May 22, 2023 · 3 comments · Fixed by #83146
Closed

Tilemaps no longer reflect changes via live updates #77328

waldnercharles opened this issue May 22, 2023 · 3 comments · Fixed by #83146

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@waldnercharles
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waldnercharles commented May 22, 2023

Godot version

v4.0.3.stable.mono.official [5222a99]

System information

Windows 10

Issue description

When updating a Tilemap's cells via the editor, the changes are not reflected in the game. This worked fine in 3.5

Steps to reproduce

  1. Create a TileMap and Tileset with a tile you'd like to paint with. (I've been testing with the godot icon.)
  2. Make sure "Synchronize Scene Changes" is turned on.
  3. Launch your game, and paint some tiles in the TileMap.
  4. Save if you want, but, it shouldn't matter. Godot 3.5 behavior didn't require a save for changes to appear.

Minimal reproduction project

N/A

@KoBeWi
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KoBeWi commented May 22, 2023

Sounds like a recent regression. Pretty sure it was working in 4.0.2 or 4.0.1.

@waldnercharles
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waldnercharles commented May 22, 2023

Sounds like a recent regression. Pretty sure it was working in 4.0.2 or 4.0.1.

I decided to test to see if it was working in 4.0.1 or 4.0.2, but, it seems broken in both those versions on Windows.

I've linked the project I'm using just in case I'm doing something wrong. The repro steps are simple but, I'm still pretty new to Godot so, you never know.

Godot_TileMapTest.zip

I'd be happy to look into the issue myself and open a PR with a point in the right direction.

@KoBeWi
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KoBeWi commented May 22, 2023

I tested again and I was right that it works, but only partially

godot.windows.editor.dev.x86_64_9gmUuxxLiZ.mp4

Removing tiles is synchronized. Adding tiles is synchronized only if it's a result of undo or redo action. Only placing tiles normally is not synchronized.

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3 participants