Implement scenes tiles in TileMaps#48812
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I don't think I can do anything about it. TileSet is a resource, so it can't be strictly associated to the scene it is in. So well... as soon as it does not crashes I believe this is fine, as the engine does not checks for cyclical dependencies in general.
It happens when trying to paint a scene with an invalid scene. It should be fixed now.
Fixed.
Fixed too, I screwed things up when rebasing... ^^ |
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I have no clue why the Android build fails and how to solve it. That's annoying... :/ |
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We found that this flag causes this error on PR godotengine#48812 which does not add any fancy inline assembly: ``` /tmp/tile_set-ce236a.s: Assembler messages: /tmp/tile_set-ce236a.s:34676: Error: selected processor does not support `bfc x0,godotengine#32,godotengine#32' clang++: error: assembler command failed with exit code 1 (use -v to see invocation) ``` That flag is mentioned in various errors related to assembler failures on arm64v8 with Clang from the Android NDK. It was added in Godot in godotengine#6958 when migrating from GCC to Clang, and is indeed referenced in the NDK's Clang migration guide: https://android.googlesource.com/platform/ndk/+/master/docs/ClangMigration.md > Especially for ARM and ARM64, Clang is much stricter about assembler rules > than GCC/GAS. Use `-fno-integrated-as` if Clang reports errors in inline > assembly or assembly files that you don't wish to modernize. We don't get those errors nowadays so it seems the flag is no longer needed.
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We found that this flag causes this error on PR #48812 which does not add any fancy inline assembly: ``` /tmp/tile_set-ce236a.s: Assembler messages: /tmp/tile_set-ce236a.s:34676: Error: selected processor does not support `bfc x0,#32,#32' clang++: error: assembler command failed with exit code 1 (use -v to see invocation) ``` That flag is mentioned in various errors related to assembler failures on arm64v8 with Clang from the Android NDK. It was added in Godot in #6958 when migrating from GCC to Clang, and is indeed referenced in the NDK's Clang migration guide: https://android.googlesource.com/platform/ndk/+/master/docs/ClangMigration.md > Especially for ARM and ARM64, Clang is much stricter about assembler rules > than GCC/GAS. Use `-fno-integrated-as` if Clang reports errors in inline > assembly or assembly files that you don't wish to modernize. We don't get those errors nowadays so it seems the flag is no longer needed. (cherry picked from commit 23f7c75)
We found that this flag causes this error on PR #48812 which does not add any fancy inline assembly: ``` /tmp/tile_set-ce236a.s: Assembler messages: /tmp/tile_set-ce236a.s:34676: Error: selected processor does not support `bfc x0,#32,#32' clang++: error: assembler command failed with exit code 1 (use -v to see invocation) ``` That flag is mentioned in various errors related to assembler failures on arm64v8 with Clang from the Android NDK. It was added in Godot in #6958 when migrating from GCC to Clang, and is indeed referenced in the NDK's Clang migration guide: https://android.googlesource.com/platform/ndk/+/master/docs/ClangMigration.md > Especially for ARM and ARM64, Clang is much stricter about assembler rules > than GCC/GAS. Use `-fno-integrated-as` if Clang reports errors in inline > assembly or assembly files that you don't wish to modernize. We don't get those errors nowadays so it seems the flag is no longer needed. (cherry picked from commit 23f7c75)
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Oh oh, that was a tricky one. My _draw_line function took one Vector2i and one Vector2 as arguments, while they should have been both Vector2. This caused very small differences between the two computed ends of a line, even if, in that case, the end and the beginning of the line should were supposed to have the same value. Anyway, that's fixed now, thanks! |
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Thanks! |


Implements a TileSetScenesCollectionSource for TileSets. Each tile in this TileSet source has a scene that will be instantiated as an internal child of the TileMap node.
I also implemented a "display placeholder" property that allow displaying a placeholder at the position of the tile in case a scene is not visible.
Also, I moved
TileSetAtlasSource::INVALID_*toTileSetSource::INVALID_*