Drop the collider and delete-node buttons from the inspector
Adding a collider now lives only in the Scene objects context menu, deleting a node on the Delete key and the node context menu. The e2e checks that pinned the inspector button now drive the hierarchy menu instead, including that its entry is disabled on template content and on a placed container without raising a notice. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -351,8 +351,8 @@ inspector below X/Y/Z, undoable, with ↺ back to 0. It belongs to the placed ob
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A **collider** is an asset (`shape` box/circle, `width`/`height` or `radius`) placed like any
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other object – typically as a child of the sprite it belongs to, so its position is the offset
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from that *body* and it moves with it. Right-click an object in **Scene objects** (or press
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**+ Add collider** in its inspector) to get one with one click: a box collider sized like the
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from that *body* and it moves with it. Right-click an object in **Scene objects** → *Add
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collider* to get one with one click: a box collider sized like the
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sprite, parented at its centre. Colliders can be reused across objects, overridden per instance
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and stacked (hitbox + hurtbox on one sprite; colliders of the same body never collide with each
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other). They are editor symbols: green outlines in edit mode, invisible in play mode.
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@@ -644,7 +644,7 @@ npm run check # typecheck + lint + format:check + tests, what CI would ru
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# code is lost (tail's is reported), so a red run reads as green
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npm run build # writes dist/ and regenerates index.html
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export GM_REMOTE=user@host # optional: run the browser elsewhere; see below
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 535 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 537 editor checks, screenshots in /tmp/gm-e2e-*.png
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GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 – a subset while working on one step
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./e2e.sh start [GM_STEPS] # the same run detached, see below
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./e2e.sh status # live progress, or the last run's result
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