Describe the frame outline a new collider picks by itself (#218)
- Colliders: a paragraph on what "Add collider" does on a sprite wearing a frame with an outline, the scale and the cases that keep the box. - Development: the e2e sum is 1617.
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@@ -9,6 +9,13 @@ wears already is greyed out. Colliders can be reused across objects that way, ov
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instance and stacked (hitbox + hurtbox on one sprite; colliders of the same body never collide
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with each other).
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On a sprite whose picture is a frame with a collision outline, the new collider is a
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[Frame collision](#shapes) of that frame instead of a box (#218). It reads the frame the sprite
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shows at that moment, an animation changing the frame later does not change the collider. A sprite
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drawn bigger or smaller than the frame gets the collider's *Scale* set so the outline covers the
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picture. A sprite stretched out of the frame's proportions keeps the box, because an outline
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cannot be stretched; so does a frame without an outline, a whole texture or vector art.
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**Fit to sprite** (#222) in the menu of a placed collider sizes it like the sprite it sits on and
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centres it there — handy after the sprite changed size or the collider was dragged aside. The size
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goes into this placement's overrides, so other sprites wearing the same collider keep theirs; a
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@@ -18,7 +18,7 @@ php tests/php/accounts.test.php # the API's accoun
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# has and the web server's container has not (SKIP there)
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php tests/php/snapshots.test.php # the snapshot store (#231), the same way
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php tests/php/releases.test.php # the release store (#266), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1616 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1617 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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