@scopelmatt Off the cuff, the subviewport issue is likely due to the way mouse input is captured, a technical issue that I think warrants investigating as a bug
Have you posted about your issues with Godot's workflow in the past? I'm working on my own 2D pixel games too so I'd like to hear more about what you're fighting against if it's alright
@elfi My paint points have been mostly about getting a setup ready for a pixel perfect 2d game, so, integer scaling, avoiding flickery sprites, etc. It is possible, but currently the lack of documentation on Godot 4 and/or the lack of built-in options for this are a bit painful. Again, all known issues with reports on GitHub, hopefully they’ll be tackled.
On a positive note, I love the new tile map editor and I’m still overall grateful and happy to use Godot :)
@scopelmatt oh, huh, I know Godot 3 at least has a variety of options scattered about to avoid subpixel rendering issues, but they are unfortunately not in one cohesive space, yeah. Integer scaling is a problem as well, though I can think of ways to have a script handle it at a window level
I hear great things about Godot 4's tilemapping! I just wish I could use them but I'm targeting GLES2 so I'm stuck on 3 and I haven't heard of anyone backporting it just yet :'D
@scopelmatt thinking about it, while the major version difference may limit the ability to exchange notes, I should keep a sharp eye out for this too, and see about implementing that integer scaling handler myself
@elfi For integer scaling, using a subviewport like this will work: https://github.com/ShatReal/integer-scaling unfortunately, from what I’ve gathered, the solutions to these problems for Godot 3 are not working on 4!
And for the renderer… yes, I don’t think either that GLES2 will return :( Closest thing would be using GLES3 with the Compatibilty renderer, I think (which is what I have decided to use, as I want the widest device compatibility).
@scopelmatt Darnit Godot 4 D: That is a shame then, I'll have to poke around in it some more to see what can be done to reimplement those features, particularly to keep the subviewport from disrupting editor operations
@elfi Yes! The subviewport issue is definitely due to how mouse events are captured. There are already many reports on it on GitHub! The good news is that someone is working on it, so hopefully one day it won’t be a pain anymore: https://github.com/godotengine/godot/pull/74573
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