From 36ab1592b4e66c2a399ecf0b63718e8c6f25e553 Mon Sep 17 00:00:00 2001 From: meleki Date: Thu, 24 Sep 2026 12:23:24 +0200 Subject: [PATCH] Fill texture and tilemap collision only where it is edited --- Textures.md | 3 ++- Tilemaps.md | 3 ++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/Textures.md b/Textures.md index 4a67dd0..44abf78 100644 --- a/Textures.md +++ b/Textures.md @@ -90,7 +90,8 @@ then edits the selected frame's outlines instead of the frames. Corners land on whole pixels inside the frame and are stored relative to its top-left corner, so they move with the frame. Every step is one undo step. The outlines of all frames are always shown; -one that crosses itself is drawn red and collides as none. +only those of the selected frame have their area tinted, so the tint does not lie over the art of +every other frame. One that crosses itself is drawn red and collides as none. ### Generate collision… diff --git a/Tilemaps.md b/Tilemaps.md index 88d3e2a..0fc532e 100644 --- a/Tilemaps.md +++ b/Tilemaps.md @@ -193,7 +193,8 @@ rather than twenty. In the scene view they are outlined the way a collider is, g drawing; the game view does not show them. The outline runs only along the **outer edge** of all that blocks (#173): where two rectangles or the pieces of outlined cells meet, no stroke is drawn, so a wall of several rectangles or a lake of many pieces shows as one shape. Collision itself keeps -the pieces. +the pieces. The area is tinted only while the map is selected, and then only where the active +layer blocks: the outline shows the whole map, the tint what the layer you paint on adds to it. A solid tile's **Friction** and **Bounciness** (#193) are what a cell of it offers, read by `Move` and by the physics engine like a collider's (see [Physics](Physics#the-material)). Cells of tiles