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While testing I saw some weird behavior with TileMapLayer, it seems disabling physics interpolation enables it, what is more weird the TileMapLayer is not even moving, as it is made visible and invisible
test.mp4
Steps to reproduce
Create a project
Enable project wide Physics interpolation
Create a TileMapLayer
Add tileset
Disable TileMapLayer physics interpolation
Try making it visible/invisible
So I must have made a mistake in porting the feature to 4.x, and/or overlooked some difference between 3.x and 4.x. At first glance I don't find the source of the bug. cc @lawnjelly
@rburing If physics interpolation is off for the TilemapLayer you need to tell the server this, e.g. when creating the canvas item.
You probably also want to respond to Node::_physics_interpolated_changed() in order to be able to flip this on the fly, but this will do to get started.
// Check if the material or the z_index changed.
if (prev_ci == RID() || prev_material != mat || prev_z_index != tile_z_index) {
// If so, create a new CanvasItem.
ci = rs->canvas_item_create();
...
if (!is_physics_interpolated_and_enabled()) {
rs->canvas_item_set_interpolated(ci, false);
}
I may not do this absolutely correctly in 3.x actually (even though the bug is not seen there), I might check whether that needs tidying up.
Tested versions
4.3.beta1
System information
Windows 11
Issue description
While testing I saw some weird behavior with TileMapLayer, it seems disabling physics interpolation enables it, what is more weird the TileMapLayer is not even moving, as it is made visible and invisible
test.mp4
Steps to reproduce
Create a project
Enable project wide Physics interpolation
Create a TileMapLayer
Add tileset
Disable TileMapLayer physics interpolation
Try making it visible/invisible
Minimal reproduction project (MRP)
Project for reproducing: new-game-project.zip
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