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The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. If your previous development experience is based on OpenGL, you may find that the texture on your grid is vertically flipped. the RGB of the color will be multiplied by 0.5
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Debugging: Many improvements to the editor's debugger and display of complex types. Physics: Add one-way collision to tile-set/tile-map.
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Nodes: Add modulate (color) to TileSet tiles. Editor: Several enhancements for the tile map editor. Windows: Fix debugging when offline.
see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). a lot of work is also being done on the 3.2
The best way to put grid lines on the ParentPanel would probably be through a texture, but we can simulate the same thing with a couple more objects. Next Create another child of ParentPanel of the type Label named “AnchorInfo” We’ll put some debug info in this to also aid in understanding what is going on.
However, it has been designed for a fairly specific use case: tile-based pixel art platformers. But imagine a game with hundreds of different texture files, which all need to be packaged at different resolutions for different platforms! I didn't try to find out. but the workflow here is really unclear to me.
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