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TileData has wrong value for flip_h, filp_v and transpose when accessed
Tested versions
- Reproduced in both v4.5.dev5.official [64b09905c] and v4.4.1.stable.mono.official [49a5bc7b6]
System information
Godot v4.5.dev5 - Windows 10 (build 19045) - Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 - Intel(R) Core(TM) i5-7400 CPU @ 3.00GHz (4 threads)
Issue description
When editing a tilemap in the editor, you can set the rotation / flip of a tile. This value is able to be accessed programmatically through both the is_cell_flipped_h, is_cell_flipped_v, and is_cell_transposed functions on the TileMapLayer class, and the flip_h, flip_v, and transpose properties of the TileData class. However, when accessed, the TileMapLayer functions return an accurate result, but the TileData properties always give a value of false.
Steps to reproduce
The attached project contains a small tilemap with four tiles, each one with a different orientation. When running the project, the console outputs what the TileData class and the TileMapLayer class think the flip_h, flip_v, and transpose of each tile is. TileData returns all false values whereas TileMapLayer returns the correct values.