godotengine / godotengine/godot

Big tiles are not drawn according to the actual texture area, but are drawn according to the tilesize

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#87,697 4 comments 1 reaction 0 assignees View on GitHub
discussion documentation topic:2d topic:editor
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C++
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Description

### Tested versions

Godot_v4.2.2-rc1

### System information

Godot v4.2.2.rc1 - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.4633) - 13th Gen Intel(R) Core(TM) i7-13700KF (24 Threads)

### Issue description

The tile_size of my TileSet = 16 * 16. According to the prompt, I hold down Shift in the TileSet to create a large tile with a size of 32*32. After setting it, I draw this large tile in the TileMap. I hold down the mouse Left-click to draw. The drawn graphics are not drawn according to the size of 32*32. Adjacent tiles overlap or are lost.

### Steps to reproduce

https://github.com/godotengine/godot/assets/52156002/919c44a4-5957-418b-b1a0-27699f6330d8

### Minimal reproduction project (MRP)

N/A

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