mapeditor / mapeditor/tiled

Define snapping behaviour on a class basis

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#3,594 4 comments 0 reactions 0 assignees View on GitHub

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Dominant language
C++
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Description

I currently have snapping disabled permanently as it's often more a hindrance with my use cases. I use non-aligned to grid tiles mostly for visual stuff.
But for gameplay stuff (like trigger zones, doors, etc...) I use rectangles where I sometimes limit behaviour on a cell size basis (i.e grid) so snapping would be really useful to show on tiled what the zones will actually be in-game.
Combined with the already existing request of being able to snap to the fine grid, this would increase by a significant amount the user-friendliness and versatility of Tiled (for my use cases anyways).

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Research direction

No files or tests are named. Start by reviewing the existing snapping behavior and the related request for fine-grid snapping, then define how snapping should vary by object class and how gameplay zones differ from visual objects. Done means the behavior and configuration are agreed for both use cases and covered by appropriate tests.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
tooling
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
30/100

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