Describe the click and double-click on a hierarchy row (#353)
A row of the Scene objects panel now leads to the object's asset like the asset link in the inspector does. - Scene editing: a click on the selected row pings its asset, a double-click or Enter opens it. Only a group's row still folds on a double-click, object rows fold by the chevron and the arrow keys. - Concepts: Open asset names the double-click on the object's row. - Development: 1882 editor checks (e2e 01 has one more). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -254,7 +254,7 @@ one undo takes it out again. The copy has its own values, graph,
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frames and objects, so editing it leaves the original alone. Whatever pointed at the original
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(a sprite wearing it, an animation's root, a placed object) keeps pointing at the original. In
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**Scene objects** it offers *Select asset*, *Open asset* (the same as double-clicking the asset
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in the asset panel; greyed out for a kind that has no editor of its own, such as a sprite or a
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in the asset panel, or the object's row since #353; greyed out for a kind that has no editor of its own, such as a sprite or a
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camera), *Add collider…*, *Add rigidbody…* and *Add joint…* (each opens a searchable menu: a new one
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or one the project has, see [Colliders](Colliders) and [Physics](Physics#joints)), *Fit to sprite* on a collider, *Create container*,
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*Unpack container*, *Unparent*, *Expand all* / *Collapse all* and *Remove*. The scene view's right-click menu is the same.
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@@ -19,7 +19,7 @@ php tests/php/accounts.test.php # the API's accoun
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php tests/php/snapshots.test.php # the snapshot store (#231), the same way
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php tests/php/releases.test.php # the release store (#266), the same way
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php tests/php/files.test.php # uploaded files in a folder per account (#344), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1881 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1882 editor checks, screenshots in /tmp/gm-e2e-*.png
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GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
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./e2e.sh start [GM_STEPS] # the same run detached, see below
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./e2e.sh status # live progress, or the last run's result
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@@ -173,8 +173,12 @@ A row's **name turns gold** when the object deviates from what it follows — it
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template, or its asset — and also when anything below it does, so a folded subtree still shows
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that something inside was changed. It is the same gold the inspector paints an overridden
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label in.
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Rows with children **fold**: click the chevron (or press ←/→, or double-click the row) to open
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and close a subtree, right-click → **Expand all** / **Collapse all** for the whole scene. A
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A click on a row selects the object; a click on the row that is **selected already pings its
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asset** in the asset panel, as a click on the asset link in the inspector does, and the selection
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stays. A **double-click** on a row (or Enter) **opens the object's asset**, selected or not, as a
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double-click on that link does (#353).
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Rows with children **fold**: click the chevron (or press ←/→) to open and close a subtree; a
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group's row also folds on a double-click. Right-click → **Expand all** / **Collapse all** for the whole scene. A
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scene opens fully collapsed — which rows are open is view state of the panel, never stored in
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the project — and selecting an object anywhere (viewport, `Add collider…`, `Create container`)
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unfolds the way down to it and scrolls it into view, so a selection is never hidden. In
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