Godot Version
godot 4.5.1
Question
i am making a top down game with manually drawn areas instead of using tilemaps with invisible collision meshes then placed onto them (an example of what im going for would be whats done for among us and super animal royale) and want to use blockout (like you would in 3d with bsp based engine level editors) to do the base level design. i have the feeling that i am not doing it properly though as there are many annoyances i have faced whilst doing so.
first, i had to manually put together an object to work as a bsp like brush, and while it does function there are a few problems with it.
first, despite both the colorrect and collisionshape2d being the default size, they are ever so slightly off.
second, whenever i got to stretch them to do the blockout, it stretches in an unpreferred way.
this makes it frustrating to have to move the brushes AND guess where they would need to be stretched to before being moved.
this is how i would prefer the stretching to be done (example recorded in inkscape)
as you can see, it would be easier to just have the brush placed and then stretched exactly as needed.
is there any way to do that? and could my brush scene be improved?
