The actor scales from this point, uses this point as reference when animation tiles of different size are set to active and rotates around this point.
-This helps ensuring ground contact when squish and squashing.
It also helps for dealing with animations which have to have a bigger tileset (lie down for death animation is wider than a normal standing/walking animation)
It should also help for rotating precisely, for example to cling to a sloped tile.
Best would be to have a median point for rotating and for scaling each
Scaling is kinda messy right now. Full rewrite would be useful when implementing the median point.
Note in the documentation that when scaling positively you may have to unstuck the actor to avoid intersections.
Also what would be really great is to increase the render margin/overhang interactively when scaling an actor (Or have actor specific overhang values, that should be best performance wise)
The actor scales from this point, uses this point as reference when animation tiles of different size are set to active and rotates around this point.
-This helps ensuring ground contact when squish and squashing.