Fix tile grid alignment issues
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							| @ -62,9 +62,9 @@ class Chunk: | ||||
| 				transforms_by_mesh[mesh].append(Transform3D( | ||||
| 					Basis.IDENTITY.rotated(Vector3.UP, half_pi * _floor_orientation[i]), Vector3( | ||||
| 						(float(coordinate.x * _CHUNK_SIZE) + (i % _CHUNK_SIZE)) - | ||||
| 							(float(grid_size.x) * _GRID_ORIGIN.x), 0.0, | ||||
| 							(float(grid_size.x) * _GRID_ORIGIN.x) + 0.5, 0.0, | ||||
| 								(float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) -  | ||||
| 									(float(grid_size.y) * _GRID_ORIGIN.y)))) | ||||
| 									(float(grid_size.y) * _GRID_ORIGIN.y) + 0.5))) | ||||
| 
 | ||||
| 		for i in _wall_meshes.size(): | ||||
| 			var mesh := _wall_meshes[i] | ||||
| @ -76,9 +76,9 @@ class Chunk: | ||||
| 				transforms_by_mesh[mesh].append(Transform3D( | ||||
| 					Basis.IDENTITY.rotated(Vector3.UP, half_pi * _wall_orientation[i]), Vector3( | ||||
| 						(float(coordinate.x * _CHUNK_SIZE) + (i % _CHUNK_SIZE)) - | ||||
| 							(float(grid_size.x) * _GRID_ORIGIN.x), 0.0, | ||||
| 							(float(grid_size.x) * _GRID_ORIGIN.x) + 0.5, 0.0, | ||||
| 								(float(coordinate.y * _CHUNK_SIZE) + (i / _CHUNK_SIZE)) -  | ||||
| 									(float(grid_size.y) * _GRID_ORIGIN.y)))) | ||||
| 									(float(grid_size.y) * _GRID_ORIGIN.y) + 0.5))) | ||||
| 
 | ||||
| 		# (Re)-bake into multimesh instances for the chunk. | ||||
| 		var scenario_rid := tile_grid.get_world_3d().scenario | ||||
| @ -324,3 +324,9 @@ func plot_tile(coordinates: Vector2i, orientation: Orientation, tile: Tile) -> v | ||||
| 			Tile.Kind.WALL: | ||||
| 				chunk.set_wall_mesh(coordinates % _CHUNK_SIZE, orientation, mesh) | ||||
| 				chunk.invalidate(self, chunk_coordinates) | ||||
| 
 | ||||
| ## | ||||
| ## | ||||
| ## | ||||
| func world_to_grid(world_position: Vector2) -> Vector2i: | ||||
| 	return Vector2i((world_position + (Vector2(size) * _GRID_ORIGIN)).round()) | ||||
|  | ||||
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