Fill texture and tilemap collision only where it is edited
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@@ -90,7 +90,8 @@ then edits the selected frame's outlines instead of the frames.
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Corners land on whole pixels inside the frame and are stored relative to its top-left corner, so
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they move with the frame. Every step is one undo step. The outlines of all frames are always shown;
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one that crosses itself is drawn red and collides as none.
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only those of the selected frame have their area tinted, so the tint does not lie over the art of
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every other frame. One that crosses itself is drawn red and collides as none.
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### Generate collision…
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@@ -193,7 +193,8 @@ rather than twenty. In the scene view they are outlined the way a collider is, g
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drawing; the game view does not show them. The outline runs only along the **outer edge** of all
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that blocks (#173): where two rectangles or the pieces of outlined cells meet, no stroke is drawn,
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so a wall of several rectangles or a lake of many pieces shows as one shape. Collision itself keeps
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the pieces.
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the pieces. The area is tinted only while the map is selected, and then only where the active
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layer blocks: the outline shows the whole map, the tint what the layer you paint on adds to it.
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A solid tile's **Friction** and **Bounciness** (#193) are what a cell of it offers, read by `Move`
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and by the physics engine like a collider's (see [Physics](Physics#the-material)). Cells of tiles
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