From 11164a76c2823a1d6ba9c660f402c0ce1a30cd6b Mon Sep 17 00:00:00 2001 From: meleki Date: Wed, 23 Sep 2026 19:18:20 +0200 Subject: [PATCH] Describe the clickable collider symbol in the scene view --- Colliders.md | 2 +- Development.md | 2 +- Scene-editing.md | 4 ++-- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Colliders.md b/Colliders.md index 0af76af..83d4f43 100644 --- a/Colliders.md +++ b/Colliders.md @@ -15,7 +15,7 @@ goes into this placement's overrides, so other sprites wearing the same collider value equal to the asset's own clears the override instead. The collider's own scale is divided out, a collider turned by a quarter swaps width and height, and a circle takes the radius that fits inside. A polygon or frame outline has no size to fit, and a collider that does not sit on a -sprite has nothing to fit to: the entry is greyed out for both. They are editor symbols: green outlines in edit mode, invisible in play mode. Three more rows — +sprite has nothing to fit to: the entry is greyed out for both. They are editor symbols: green outlines in edit mode, invisible in play mode. Like every other symbol a collider also has an icon, in the colour of its outline (green, the trigger colour, or red for a shape that collides with nothing). It stands just left of the collider's centre, stays upright and unscaled, and a click on it selects the collider, just like a click on its outline. The middle of the sprite stays free: a click there, or anywhere else inside the outline, still reaches the sprite the collider sits on. A rigidbody's icon on the same centre stays uncovered too, with its name to its right. Three more rows — friction, bounciness, density — are the material a rigidbody feels (see [Physics](Physics)). A collider takes the transform of its body: a box turns and grows with the sprite it sits on, a diff --git a/Development.md b/Development.md index 08653ff..e25f367 100644 --- a/Development.md +++ b/Development.md @@ -14,7 +14,7 @@ npm run build # writes dist/ and regenerates index.html ./build.sh # the same under `set -o pipefail`, for callers that pipe the output php tools/make-user.php [admin|user] # an account; every tool signs in (see Accounts) php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job) -node tools/seed-e2e.mjs && node tools/e2e.mjs # 1348 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 1351 editor checks, screenshots in /tmp/gm-e2e-*.png GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step ./e2e.sh start [GM_STEPS] # the same run detached, see below ./e2e.sh status # live progress, or the last run's result diff --git a/Scene-editing.md b/Scene-editing.md index 441e649..51923d2 100644 --- a/Scene-editing.md +++ b/Scene-editing.md @@ -16,8 +16,8 @@ constant size on screen however far you zoom, and both kinds of them — the obj Scene tab and the frame names of the Texture tab — read that size from one token (`Theme.viewportLabelSize`); the two `viewportLabel` styles differ in colour only. -**The symbol icons are SVG files** (#175): behavior, container, rigidbody, camera and particle -source each have one in `src/viewport/icons/`, bundled with the editor and parsed once. A file +**The symbol icons are SVG files** (#175): behavior, container, rigidbody, collider, camera and +particle source each have one in `src/viewport/icons/`, bundled with the editor and parsed once. A file draws in the symbol's own units with the origin at its centre (the `viewBox` is centred on it, so the file looks the same in any SVG viewer), and `currentColor` stands for the colour the theme gives that symbol. To change an icon, edit its file and build. Pixi's SVG parser is not a browser,