A sprite or collider could only be sized, turned and scaled through
the inspector. The scene view now draws a size gizmo on the selection,
so the common edits happen where the object is.
- Edges and corners set Width and Height. The opposite side stays
where it was, so the position moves by half the change. Sizes land
on whole units, at least 1.
- A circle collider has edge handles only and stays round. A polygon
or frame collider keeps its own corner editing and gets no size
handles.
- One knob on a stem above the top edge turns or scales. The first
5 px of the drag decide which: out from the centre scales, sideways
turns. The choice holds until the release, so one drag never does
both. Turning and scaling share one handle by the user's choice.
- Shift snaps a turn to 15 degrees. The turn adds up the swept angle,
so it goes on past a half circle instead of jumping back.
- The values are overrides of this placement, like "Fit to sprite".
A value equal to the asset's own clears the override. One drag is
one undo step.
- A handle reaches 7 px outwards but only half that into the object.
Otherwise a press near the edge of a small sprite sizes it instead
of moving it.
- The rules live in src/editor/sizeGizmo.ts without Pixi. The handles
are drawn and driven by src/editor/viewport/sizeGizmoEditor.ts. The
test hook __gm.sizeGizmo() reports them in screen pixels.
Found on the way:
- The first e2e run failed the play-mode drag check in 41b. It grabs
the 40 px crate 6 px inside its bottom edge, and the full grip zone
took that as a resize. The half zone inside fixes it.
- A first gizmo check failed because the sprite's right edge lay
outside the scene view (x 940, view ends at 925). The test was
wrong, the sprite now sits further left.
Tests:
- ./check.sh: 156 files, 2283 tests, CHECK EXIT 0 (before 2273).
- 10 unit tests in tests/editor/size-gizmo.test.ts.
- 6 new e2e checks in 29j: handles present, edge resize with the
opposite edge fixed, undo, knob turn, knob scale that ignores a
later sideways pull, circle radius.
- e2e 1-16,29,39-43 on the final state: ALL PASSED, 663 checks.
- Counter-checks: deciding the knob mode on every move fails the
"does not turn it" check. Not moving the centre on an edge drag
fails both edge checks. A full grip zone inside fails the new unit
test. Originals restored.
- Check total 1357 + 6 = 1363, computed. CI measured 1357 at d257298.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The scene view drew its symbols from its own SVGs, each in a type
colour and some on a plate. They looked heavier than the panel icons
and were hard to read on busy ground. Symbols of different objects
also sat on top of each other whenever their positions met.
- Every symbol is now the panel icon of its kind, one file for both
places. The scene-only SVGs in src/viewport/icons are gone.
- Symbols are white in a thin dark outline with no plate behind them.
haloSvg widens each shape of the file by its own stroke and draws
that silhouette dark under the icon, so no second file is needed.
- A butt stroke end would leave its end without outline. The halo caps
such strokes square, and the rigidbody arrow shaft is now a filled
rect so its top edge is outlined exactly.
- Symbols are 18 world units across, stay upright and are clickable.
A click selects the object, a drag moves it.
- symbolLayout places every symbol on its object's position. Symbols
that overlap stand on a ring round the middle of their positions,
evenly spaced one icon apart. A ring that reaches into another
symbol takes it in until nothing overlaps. Ownership plays no part.
- Names sit beside their symbol, on the outside of a ring. Selection
frames and parent links follow the symbol.
- A collider icon no longer shows trigger or invalid state. The
outline colour of the shape still does.
- A lone collider sits on its sprite's middle again. A press there on
an unselected sprite drags the collider, so e2e 02 and 16 now grab
the sprite beside its middle. Hook __gm.container.objectRect helps
16 find that spot.
Tests:
- check.sh: 2245 tests, CHECK EXIT 0 (+8 for layout and halo)
- e2e 1-16,31,39-43: 670 PASS, 2 FAIL. Both were sampling too
strictly for the thinner, smaller icons. 5c looked for the exact
outline colour, which the thin outline only reaches blended at this
zoom. 31n started the ring scan one pixel past the smaller ring.
Both are fixed, and e2e 5,31 then passed with 48 checks.
- 5c checks white with an outline and none of the old colours, 41b
checks the ring positions and that a click on a symbol selects its
object, 31n checks the now white particle ring.
- Counter-checks: without the halo only 5c fails, also with the looser
outline match. Without the layout the ring and click checks in 41b
fail. Originals restored by cmp.
- The e2e check total stays 1351.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
debugHook.ts had grown to 1097 lines of unrelated test hooks. They
now live in seven files under src/editor/debug/, grouped by topic.
debugHook.ts only assembles them and is down to 86 lines.
- The shape of window.__gm is unchanged for tools/. Measured in the
browser before and after: 120 top-level keys and 313 leaves with
their arity, byte-identical JSON.
- The Text import is explicit in the helpers. Without it the name
fell back to the DOM type and instanceof would never have matched.
Findings:
- The comment for vectorArt sat above pixelArt. It is back in place.
- An orphaned duplicate comment on assetRow is gone.
Tests:
- ./check.sh: 145 files, 2192 tests, CHECK EXIT 0 (unchanged)
- e2e 1-16,37,39-43,47,48: ALL PASSED, 734 checks
- The shape probe turns red against a deliberately misnested hook.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>