diff --git a/tools/e2e/28-shader.mjs b/tools/e2e/28-shader.mjs index f629e991..34227be7 100644 --- a/tools/e2e/28-shader.mjs +++ b/tools/e2e/28-shader.mjs @@ -192,7 +192,7 @@ export async function shader(t) { project.assets.push(sprite); const scene = __gm.state.activeScene; const cam = scene.objects.find((o) => o.id === 'o3').position; - scene.objects.push({ id: 'oshade', assetId: 'shade-sprite', name: '', position: { x: cam.x + 180, y: cam.y + 100, z: 950 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', instanceEdits: {} }); + scene.objects.push({ id: 'oshade', assetId: 'shade-sprite', name: '', position: { x: cam.x - 190, y: cam.y - 105, z: 950 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', instanceEdits: {} }); __gm.state.select(null)`); await sleep(600); // The pixels are the scene view's; the tab is still the shader's. @@ -212,6 +212,8 @@ export async function shader(t) { // The step parks the sprite away from the camera for that reason: symbols draw above objects, and // by this point the earlier steps have left containers and colliders around the origin. Without // this guard their outlines show up as a wrong colour in whichever check happens to sample them. + // Since names stand on plates, a plate covers what a thin name let through: the sprite sat right + // of the camera once, where the Crate pair container's plate reaches into it, so it sits up left. const dirty = []; for (let fx = -0.4; fx <= 0.401; fx += 0.1) for (let fy = -0.4; fy <= 0.401; fy += 0.1) {