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filter not works in Tilemap.get_used_cells_by_id() #80718
Comments
Appears to be an oversight, will look into a fix |
Hey, just to say as a passer by: I updated to Godot 4.2-dev3 today, and it broke my map parsing code. I've been digging into it and the cause seems to be that |
That's because this isn't in dev3, please make sure the version you're using actually includes a fix before commenting Note that the bug report is for dev3 so the bug fix is obviously not in dev3 |
sheesh, my mistake, whatever. I found this issue by searching the godot discord! |
No worry, it's easy to overlook. And it's better to report it twice than none ;) |
Thank you for reporting, and sorry for my curt reply |
no worries, sorry for my overly dramatic response 😅 |
Thank you! And sorry for mine, I think I was a bit tired today, thank you for your positive response |
Godot version
4.2.dev3.official[013e8e3]
System information
Godot v4.2.dev3 - Arch Linux #1 SMP PREEMPT_DYNAMIC Fri, 11 Aug 2023 11:03:36 +0000 - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 2060 (nvidia; 535.98) - Intel(R) Core(TM) i7-10875H CPU @ 2.30GHz (16 Threads)
Issue description
TileMap.get_used_cells_by_id()
seems not work as expected.It seems that this method will return the same result as "TileMap.get_used_cells()" since Godot 4.2dev2.
The arguments (
source_id: int
,atlas_coords: Vector2i
,alternative_tile: int
) ofget_used_cells_by_id()
seems not make the filter working as expected. It would only return the same result asget_used_cells()
, contains all the tiles on the layer.Steps to reproduce
Minimal reproduction project
run tile_map.tscn by Godot4dev3 (or custom build)
tilemap_debug.zip
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