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Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet, - Make TileSet more flexible, supporting more feature (several collision layers, etc...), - Fusion both the TileMap and TileSet editor, - Implement TileSetSources, and thus a new way to index tiles in the TileSet, - Rework the TileSet and TileMap editors completely, - Implement an editor zoom widget (and use it in several places)
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@@ -33,6 +33,7 @@
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/editor_zoom_widget.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/label.h"
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@@ -233,10 +234,6 @@ private:
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VScrollBar *v_scroll;
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HBoxContainer *hb;
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Button *zoom_minus;
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Button *zoom_reset;
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Button *zoom_plus;
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Map<Control *, Timer *> popup_temporarily_timers;
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Label *warning_child_of_container;
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@@ -536,13 +533,9 @@ private:
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void _button_toggle_anchor_mode(bool p_status);
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VBoxContainer *controls_vb;
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HBoxContainer *zoom_hb;
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float _get_next_zoom_value(int p_increment_count) const;
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EditorZoomWidget *zoom_widget;
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void _update_zoom(float p_zoom);
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void _zoom_on_position(float p_zoom, Point2 p_position = Point2());
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void _update_zoom_label();
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void _button_zoom_minus();
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void _button_zoom_reset();
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void _button_zoom_plus();
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void _button_toggle_smart_snap(bool p_status);
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void _button_toggle_grid_snap(bool p_status);
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void _button_override_camera(bool p_pressed);
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