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Don't use texture scale. In the blocky mesher.
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@ -154,10 +154,10 @@ void Terrain2DMesherBlocky::add_chunk_normal(Ref<Terrain2DChunkDefault> chunk) {
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add_indices(vc + 0);
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Vector2 uvs[] = {
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surface->transform_uv_scaled(Vector2(1, 0), x % get_texture_scale(), y % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(Vector2(0, 0), x % get_texture_scale(), y % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(Vector2(0, 1), x % get_texture_scale(), y % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(Vector2(1, 1), x % get_texture_scale(), y % get_texture_scale(), get_texture_scale())
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surface->transform_uv(Vector2(1, 0)),
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surface->transform_uv(Vector2(0, 0)),
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surface->transform_uv(Vector2(0, 1)),
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surface->transform_uv(Vector2(1, 1))
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};
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int xx = (x + 1) * cell_size_x;
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