Fill texture and tilemap collision only where it is edited

admin committed 2026-09-24 12:23:24 +02:00
1 parent f37d69db99
commit 36ab1592b4
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@@ -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…
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@@ -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