An instance edit was dropped as soon as its value matched the template object. With nested containers the template is not what the value falls back to: the outer container holds an edit for the object below it, and that one wins. If the inner template happened to carry the same value the user typed, the edit was thrown away and the value jumped to whatever the container in between says. Reported against the Jump-and-Run project: a coin narrowed to 8 inside "level", then set back to the sprite's own 24 in the scene, snapped back to 8. Reproduced through the inspector before touching anything. InstanceTarget now offers `base`: the template with the edits of every container in between woven in. Everything that judges deviation uses it - setOverride/setName/setPosition, both Revert commands, and the gold marks in the inspector. Writing still goes into the real template, which is where "apply to container" belongs. `base` is built on every read. Apply writes into the template and then asks whether the edit still deviates, so a base captured beforehand would answer for the template as it was - the e2e suite caught exactly that. Also in here, because it corrects the commit before it: placing an asset by double-clicking its row is gone, as asked for in asset-doppelklick.md. Dragging is the only way to place now. That took AssetPanel.place, the PlacementTarget interface, Editor.placementTarget and the two worldCenter() methods that existed only to feed it. A double-click on a scene asset still makes it the active scene.
19 lines
1.1 KiB
Markdown
19 lines
1.1 KiB
Markdown
Angeblich kann man Assets per Doppelklick in die Scene/Container platzieren. Das funktioniert aber nicht.
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Falls es irgendwie implementiert ist gehört es sowieso raus => Das Doppelklick Feature brauchen wir nicht!
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**Umgesetzt (2026-09-09).** Raus, wie gewuenscht.
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Es *war* implementiert: `ListView` meldete einen Doppelklick (und Enter) als `onActivate`, und
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`AssetPanel.activate` platzierte damit in die Mitte der sichtbaren Ansicht — der Weg, den ich in
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`asset-drag-and-drop.md` noch als "bleibt bestehen" beschrieben hatte. Warum er bei dir nichts
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tat, habe ich nicht weiter verfolgt: das Feature faellt ohnehin weg.
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Entfernt sind damit auch die Teile, die nur dafuer existierten: `AssetPanel.place`, das
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`PlacementTarget`-Interface samt `Editor.placementTarget`, und die beiden `worldCenter()`-Methoden
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in `ContainerEditor` und `SceneViewport`, die sonst tot im Baum stehengeblieben waeren.
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**Geblieben:** Doppelklick (oder Enter) auf ein **Szenen**-Asset setzt es weiterhin als aktive
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Szene — das ist kein Platzieren, sondern derselbe Befehl wie im Kontextmenue.
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