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Fade TileMap editor overlay when zoomed out#107573

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Repiteo merged 1 commit intogodotengine:masterfrom
lodetrick:tilemap-hide-overlay
Oct 10, 2025
Merged

Fade TileMap editor overlay when zoomed out#107573
Repiteo merged 1 commit intogodotengine:masterfrom
lodetrick:tilemap-hide-overlay

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Currently, the tilemap overlay does not adjust for zoom level, and so at higher zoom levels looks like a block of orange pixels. This PR fixes this by fading the overlay out at higher zoom levels:

TileMapZoom.mov

Looking for feedback on how this works with different monitor sizes (it shouldn't be affected but need to make sure).

@lodetrick lodetrick force-pushed the tilemap-hide-overlay branch 2 times, most recently from 52205cf to 9069185 Compare June 15, 2025 23:54
@AThousandShips AThousandShips requested a review from a team June 16, 2025 08:00
@AThousandShips AThousandShips added this to the 4.x milestone Jun 16, 2025
@lodetrick lodetrick force-pushed the tilemap-hide-overlay branch from 9069185 to e681bd2 Compare June 16, 2025 08:44
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Looks good. I am not sure about the somehow hardcorded limit but I think taking the tile shape into account is likely enough anyway. So anyway, LGTM!

@lodetrick lodetrick force-pushed the tilemap-hide-overlay branch from e681bd2 to a7bf254 Compare June 16, 2025 09:06
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lodetrick commented Jun 16, 2025

I just pulled the draw plugins call outside the if-statement so they are always drawn (the position indicator on the bottom left is technically part of this). This mimics the two calls to the method.

@Repiteo Repiteo modified the milestones: 4.x, 4.6 Jun 16, 2025
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Repiteo commented Sep 30, 2025

Needs rebase

@Repiteo Repiteo merged commit edcbdc5 into godotengine:master Oct 10, 2025
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Repiteo commented Oct 10, 2025

Thanks!

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