Not posting this in bugs, as it surely ain't one, but maybe more a weird behavior....
Let's make things simple. Open a new project, create one sprite, draw an arrow left looking, place it on your layout.
Add an event in your sheet to create one more arrow
The result is, without doubt:
Now, mirror the manually placed arrow by using a negative width. (Ban negative width? Give me another way to do it without doubling my frames and being able to see the result on the editor, meaning not having to preview the layout to see the end result)
Without changin anything in the event sheet, just preview. Weirdly, the result is:
Now, I say weirdly, why? Maybe it's wanted, but you have to explain it to me then. Programmatically thinking, this looks to me like a static variable conflict. Why? On the right side, we have our Project tree, with our layouts, sheets, and objects. When dragging an object in the layout, we instanciate it, create an instance of it. Thus, all it's attributes are set to the object's default. When we create through code, we do instanciate it too. If it's not that, then the whole idea is really looking like that and so are the guides talking about instances, the functions referencing to the "instance" word etc etc and that really needs semantic fix then
So, by looking how Instance Variables and Common work, to me it looks like "Layer", "Angle", "Opacity", "Position", "Size" are declared as static in the object (where instance variables are what they are called, non static instance properties), explaining why, after setting one object's width to negative, it spreads and infects the original object. I know the category for those is called "Common", that's a sign.
It is also easily understandable by looking at the .caproj file:
Nothing references the base width, height etc etc
So, anyone has a solution for me to not have my sprites flipped by default when code created if I manually placed one of them and reversed it?. Sorry, the project is very wide, and I won't add setMirrored = false, setFlipped = false and setScale 1 after every sprite creation throughout the many event sheets and sprite creations....