Describe the bands that head the groups of the inspector (#290)
Concepts has the groups, the fold and where it is remembered. Architecture names the bricks in the toolkit, Scenes says where the switch sits now, Development has the new sum of e2e checks.
- Scenes: new section on the switch, what travels, the duplicate rules
and what does not travel. Load scene builds a scene as it is stored.
- Architecture: how a kept entity moves into the next world, and that
a run keeps what each scene stored before it built it.
- Concepts and Sounds: one sentence each on kept objects.
- Development: the e2e sum is 1625.
Describe the While playing presets and spawn groups (#265)
- Concepts: what Live, Balanced and Minimal hold back while a game
runs, and that the game itself is never throttled.
- Scenes: the new While playing row in the project settings.
- Scene editing: objects spawned at the top level are listed in a
group named after their asset.
- Development: e2e check count 1562.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Architecture: fonts load 400, 500, 600 and 700. Icons, markIcons and
the chevron are described.
- Development: tests find icons through __gm.locateIcons(id).
- Behaviors, Scenes, Sounds: kind, scene and sound marks are described
instead of written as glyphs.
- Development: editor-suite check sum 1312.
Document the game pause and time scale nodes (#167)
- Concepts: new section "The game pauses itself" and the "Run while
paused" row.
- Behaviors: the five new nodes in the node list.
- Scenes: what Load scene and Restart do with pause and time scale.
- Architecture: the second pause next to the toolbar pause.
- Development: check total 1217.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Topbar rework (#183): the bar is five icon buttons - menu, undo, redo, play, pause - the Scene picker is gone and the active scene is switched by double clicking it in the Assets panel, New project / Open project... / Project settings... sit in the menu, and the collision layers moved from their own entry into the settings dialog next to the name and the Play starts switch; check count 1147
A game that is more than one scene needs a page about scenes
Scenes.md explains what a scene swap keeps (the shared state, so global
variables and global machines) and what it throws away, why the run
starts either from the start scene or from the open one, and why the
sounds of the old scene stop: their behaviors are gone, which is also
why Play sound learned detached.