- Now the current frame is drawn to a separate Viewport (with transparent background) taking into account only per layer opacity,
- Tiling is drawn by drawing current frame's ViewportTexture with tile mode opacity applied (using premultiply alpha blending).
Co-authored-by: kleonc <kleonc@users.noreply.github.com>
* Improved tiling feature
* Removed some unwanted code
* Fixed the bug mentioned by overloaded
* Added the requests by overload
* changed the y value which was given x value before
I mostly did it so I could move tile mode logic into a new node, so I could have control over the drawing order. TileMode.gd also always draws 8 blank rectangles, which are being drawn on top of the grid, in order to hide it if it gets out of boundaries. We are now very close to implementing an isometric grid, #305.
This shouldn't have much of a performance impact, but some more testing is most likely needed.