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A similar code in 3.2 brings a different result in 4.0:
Godot 3.2
func create_selection(from : Vector2, to : Vector2):
var begin_x = int(min(from.x, to.x))
var end_x = int(max(from.x, to.x))
var begin_y = int(min(from.y, to.y))
var end_y = int(max(from.y, to.y))
for x in range(begin_x, end_x+1, 1):
for y in range(begin_y, end_y+1, 1):
tilemap.set_cell(x, y, 0)
Result:
Godot 4.0
func create_selection(from : Vector2i, to : Vector2i):
var begin_x = mini(from.x, to.x)
var end_x = maxi(from.x, to.x)
var begin_y = mini(from.y, to.y)
var end_y = maxi(from.y, to.y)
for x in range(begin_x, end_x+1):
for y in range(begin_y, end_y+1):
tilemap.set_cell(Vector2i(x, y), 0, Vector2i(0, 0), 0)
Result:
Steps to reproduce
Simply run provided projects and compare.
Minimal reproduction project
The text was updated successfully, but these errors were encountered:
Godot version
4.0 dev (090e4c4)
System information
Windows 10
Issue description
A similar code in 3.2 brings a different result in 4.0:
Godot 3.2
Result:
Godot 4.0
Result:
Steps to reproduce
Simply run provided projects and compare.
Minimal reproduction project
The text was updated successfully, but these errors were encountered: