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Yes, as it is today it is very confusing and is easy to commit a mistake. Also the single tileset has all the terrains. And on top, the difference is hard to spot in pull requests because the tiles information is stored as binary inside a text file. On the other side, it is flexible and I imagine the layers number growing if we do this. At least I would group grass/faded-grass/sand. Which I guess is what you mean by "type" of layer? In that case, 👍 |
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Currently we have one big tileset,
scenes/tileset.tres, which contains all the tiles used in the base game.I wonder if we should split this up so that there is one tileset per "type" of layer: water, foam, bridge/shadow, grass/faded-grass/sand, cliffs, etc. Then it would be harder to accidentally place tiles in the wrong layer: you would only have the appropriate tiles for that layer in the toolbox.
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