So, I have found ways that aren't really viable, and honestly am not hopeful for a solution that keeps my games perspective.

But is there any way to put something over parts of my tilemap that will mask the portion of the sprite that is behind it.

Honestly I think I may have to scrap my perspective just because the sprites clip oddly around corners, since their heads can be overlapped by the wall they are in front of, but when they go behind it, part of them is in front.

    xRegnarokx I think what you are looking for is called Y-sorting and it's built into the godot tilemap system.
    but I don't remember exactly how it is used, you will have to find a tutorial.

      Jesusemora Yeah, Y-sort would partially work, but the problem is that with my perspective you need an x-sort as well. Since you go behind walls that are on your right. So Y-sort alone doesn't work.

      The perspective is like a view from the bottom right. So everything is angled to the left. I don't know what the perspective is called. There is a 2D mmo that uses it called tibia. I think it is called Ortho 45 degree, or maybe Oblique perspective.

      X -> Y is 90⁰ but X -> Z is 135⁰

      Jesusemora One thing I could try, would be create an array of all problematic tiles. Then each time the player finishes moving he sends a signal which causes a check to see if there are problematic tiles within 32 pixels to the player, if true then the players z index could be changed. If not it is set back to normal.

      Seems a bit clunky of a solution and ripe for unintended glitches. Maybe I can mess around with the Y index and the actual art itself and find a solution.