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Clarify initialization of scene tiles #108166

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merged 1 commit into from
Jul 3, 2025
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@KoBeWi KoBeWi commented Jul 1, 2025

Inspired by #86675 (comment)

@KoBeWi KoBeWi added this to the 4.x milestone Jul 1, 2025
@KoBeWi KoBeWi requested a review from a team as a code owner July 1, 2025 15:09
@Mickeon Mickeon modified the milestones: 4.x, 4.5 Jul 1, 2025
@@ -5,7 +5,7 @@
</brief_description>
<description>
Node for 2D tile-based maps. A [TileMapLayer] uses a [TileSet] which contain a list of tiles which are used to create grid-based maps. Unlike the [TileMap] node, which is deprecated, [TileMapLayer] has only one layer of tiles. You can use several [TileMapLayer] to achieve the same result as a [TileMap] node.
For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a [TileSetScenesCollectionSource] may be initialized after their parent. This is only queued when inside the scene tree.
For performance reasons, all TileMap updates are batched at the end of a frame. Notably, this means that scene tiles from a [TileSetScenesCollectionSource] are be initialized after their parent. This is only queued when inside the scene tree.
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are be initialized

There's a typo there (it should either be "are initialized" or "will be initialized").

@AThousandShips AThousandShips changed the title Better clarify initialization of scene tiles Clarify initialization of scene tiles Jul 1, 2025
@Repiteo Repiteo merged commit 2dffa63 into godotengine:master Jul 3, 2025
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Repiteo commented Jul 3, 2025

Thanks!

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4 participants