Show each camera only its layers and lay overlay cameras on top (#302)
A camera could only show the whole scene, so a HUD drawn in the world would run through a camera shader (#299) with everything else. Render layers say which cameras see an object, and overlay cameras draw their own picture over the main one. - The project has a list of up to 16 render layers, edited in Project settings next to the collision layers. It is a list of its own, read by the same rules (`layerNamesOf`). - Sprites, texts, tilemaps, particle sources and containers carry a row `Render layer` under their switches. Its default `Inherit` takes the parent's layer, at the top the first one. - A camera has `Sees` (all layers by default) and `Overlay`. The main camera is the first one switched on without Overlay, so two plain cameras still draw through the first one only. - Every view through a camera keeps only what that camera sees and lays one see-through view per overlay camera over itself. That view is a `WorldViewport` of its own, handed its view and frame from below. - An overlay is fitted into the main camera's whole picture without distortion. One of the same size and zoom covers it exactly. - `z` sorts within one camera only. The pictures lie on top of each other as a whole, which is what a shader per camera (#299) needs. - The Game tab's preview now collects the scene once per redraw. Before it collected it twice, with the cameras it would have been five times. - `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which takes the list it sets. Follow-ups: #304 (the mouse through a chosen camera) and #305 (change the render layer at run time). Tests: - Gate: 226 files, 3487 tests (3480 + 7) - e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a red main sprite at z 1000, in the preview and in the running game. A `UI` sprite in front of the main camera and a `Default` one in front of the overlay stay away. Without Overlay the second camera draws nothing. The settings dialog adds a render layer at the end. - Counter-checks: inheriting from parents switched off fails 1 unit test. Overlays never drawn fails the two overlay checks in e2e 63. - e2e total 1720 (1716 + 4), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -48,6 +48,11 @@ export interface Project {
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* which is also what every collider starts on, so nothing collides differently than it did.
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*/
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collisionLayers: string[];
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/**
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* The named render layers (#302), read the same way: which cameras see an object. A project
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* written before there were any has just "Default", which every camera sees.
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*/
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renderLayers: string[];
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/**
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* Size of the scene view's symbol icons as a factor, 0.1 to 4 (see `symbolScale.ts`). A project
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* written before there was one reads as 1, the size the icons always had.
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@@ -75,6 +80,7 @@ export function createEmptyProject(id: string, name: string): Project {
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startSceneId: '',
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plugins: [],
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collisionLayers: [DEFAULT_LAYER_NAME],
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renderLayers: [DEFAULT_LAYER_NAME],
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symbolScale: DEFAULT_SYMBOL_SCALE,
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playFrom: DEFAULT_PLAY_FROM,
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whilePlaying: DEFAULT_WHILE_PLAYING,
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