The faint fill on every frame outline and on every tilemap made the
scene and the texture editor look green all over. Like the collider
before, the fill now shows only on what is selected, and a bit
stronger, so it marks the thing being worked on.
- Texture collision: all frame outlines stay visible. Only the
outlines of the selected frame are filled, at alpha 0.3 instead of
0.15 on every frame.
- Tilemap: the outline still shows where the whole map blocks. The
fill appears only while the tilemap alone is selected, and only for
the part the layer chosen in the panel adds. Solid is 0.3 and
one-way 0.15, before 0.12 and 0.06 on every map.
- New query layerSolids(layerId) in items.ts. It builds the same
solids for one layer and runs only for the selected map.
- The small landing wedge on one-way edges stays filled. It belongs
to the edge marker, not to the area.
Not covered by tests: the texture canvas and the scene view wiring
that picks the map and the layer. Neither was looked at in a browser.
Tests:
- ./check.sh: 159 files, 2337 tests, CHECK EXIT 0 (before 2334)
- e2e 1-17,39-43: ALL PASSED, 668 checks
- 3 new unit tests in tests/viewport/tilemap-fill.test.ts
- Counter-check: with layerSolids ignoring the layer, exactly the
layer test fails. Original restored, checked with cmp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>