godotengine / godotengine/godot

Tileset Terrain peering to void cells is unreliable

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needs testing topic:2d
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Description

### Tested versions

Using 4.3 stable

### System information

Godot v4.3.stable - macOS 14.6.1 - GLES3 (Compatibility) - Apple M2 Pro - Apple M2 Pro (12 Threads)

### Issue description

When using terrains, I often find that when it has to peer with a void/empty cell, the results are unpredictable / poor.

In the examples below, I will be using https://seliel-the-shaper.itch.io/spring-forest.

Here, you can see it has decided that the water is peered with the "dirt" terrain when it meets the void edge of the map.
![image](https://github.com/user-attachments/assets/823eb119-5810-4ef8-899e-f6f53dd7a727)

As you can see in this, the Deep Water is peered with the Dirt terrain:
![image](https://github.com/user-attachments/assets/395dce58-9bf0-4a49-a18f-70b52ebf2518)

Now.. Dirt is the first terrain in the set, so I can kinda see why it might "fall back" to that for a void cell?

To me, it feels like it would be more sensible to preserve the "primary" tile for that terrain; in this case full water.

### Steps to reproduce

Seem to be fairly reliable once you have two+ terrains. The edge seems to always be the "first" terrain?

### Minimal reproduction project (MRP)

I cant really produce an MRP right now with this tilset as its copyright...

There is also a chance it might be a "Meat Based Problem" and I'm using Godot incorrectly...

Contributor guide

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Assessment

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