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feuerwerk/todo-notes/done/asset-doppelklick.md
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root d7c8d3e579 Measure a deviation against the base, not the innermost template
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.
2026-09-09 13:45:27 +02:00

1.1 KiB

Angeblich kann man Assets per Doppelklick in die Scene/Container platzieren. Das funktioniert aber nicht. Falls es irgendwie implementiert ist gehört es sowieso raus => Das Doppelklick Feature brauchen wir nicht!


Umgesetzt (2026-09-09). Raus, wie gewuenscht.

Es war implementiert: ListView meldete einen Doppelklick (und Enter) als onActivate, und AssetPanel.activate platzierte damit in die Mitte der sichtbaren Ansicht — der Weg, den ich in asset-drag-and-drop.md noch als "bleibt bestehen" beschrieben hatte. Warum er bei dir nichts tat, habe ich nicht weiter verfolgt: das Feature faellt ohnehin weg.

Entfernt sind damit auch die Teile, die nur dafuer existierten: AssetPanel.place, das PlacementTarget-Interface samt Editor.placementTarget, und die beiden worldCenter()-Methoden in ContainerEditor und SceneViewport, die sonst tot im Baum stehengeblieben waeren.

Geblieben: Doppelklick (oder Enter) auf ein Szenen-Asset setzt es weiterhin als aktive Szene — das ist kein Platzieren, sondern derselbe Befehl wie im Kontextmenue.