4.7.1
var buf: Array[Vector2i] func paint(tilemap: TileMapLayer, cells: Array[Vector2i]): var terrain_set = 0 var terrain = 0 tilemap.set_cells_terrain_connect(cells, terrain_set, terrain, true) func _ready() -> void: for i in range(40): buf.append(Vector2i(i, 2)) paint($TileMapLayer, buf)
for reference doing this works
func paint(tilemap: TileMapLayer, cells: Array[Vector2i]): for cell in cells: tilemap.set_cell(cell, 0, Vector2i(1, 1)) func _ready() -> void: for i in range(40): buf.append(Vector2i(i, 2)) paint($TileMapLayer, buf)
balrightsorry for making this post ig I was playing around and found out making the parameter ignore_empty_terrains be equal to false works
ignore_empty_terrains