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>
adminandClaude Opus 5.5 committed 2026-10-07 23:25:25 +02:00
1 parent e2effa8250
commit 027d64d914
3 files changed
+8 -4

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+1 -1
@@ -254,7 +254,7 @@ one undo takes it out again. The copy has its own values, graph,
frames and objects, so editing it leaves the original alone. Whatever pointed at the original
(a sprite wearing it, an animation's root, a placed object) keeps pointing at the original. In
**Scene objects** it offers *Select asset*, *Open asset* (the same as double-clicking the asset
in the asset panel; greyed out for a kind that has no editor of its own, such as a sprite or a
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
camera), *Add collider…*, *Add rigidbody…* and *Add joint…* (each opens a searchable menu: a new one
or one the project has, see [Colliders](Colliders) and [Physics](Physics#joints)), *Fit to sprite* on a collider, *Create container*,
*Unpack container*, *Unparent*, *Expand all* / *Collapse all* and *Remove*. The scene view's right-click menu is the same.
+1 -1
@@ -19,7 +19,7 @@ php tests/php/accounts.test.php # the API's accoun
php tests/php/snapshots.test.php # the snapshot store (#231), the same way
php tests/php/releases.test.php # the release store (#266), the same way
php tests/php/files.test.php # uploaded files in a folder per account (#344), the same way
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1881 editor checks, screenshots in /tmp/gm-e2e-*.png
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1882 editor checks, screenshots in /tmp/gm-e2e-*.png
GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
./e2e.sh start [GM_STEPS] # the same run detached, see below
./e2e.sh status # live progress, or the last run's result
+6 -2
@@ -173,8 +173,12 @@ A row's **name turns gold** when the object deviates from what it follows — it
template, or its asset — and also when anything below it does, so a folded subtree still shows
that something inside was changed. It is the same gold the inspector paints an overridden
label in.
Rows with children **fold**: click the chevron (or press ←/→, or double-click the row) to open
and close a subtree, right-click → **Expand all** / **Collapse all** for the whole scene. A
A click on a row selects the object; a click on the row that is **selected already pings its
asset** in the asset panel, as a click on the asset link in the inspector does, and the selection
stays. A **double-click** on a row (or Enter) **opens the object's asset**, selected or not, as a
double-click on that link does (#353).
Rows with children **fold**: click the chevron (or press ←/→) to open and close a subtree; a
group's row also folds on a double-click. Right-click → **Expand all** / **Collapse all** for the whole scene. A
scene opens fully collapsed — which rows are open is view state of the panel, never stored in
the project — and selecting an object anywhere (viewport, `Add collider…`, `Create container`)
unfolds the way down to it and scrolls it into view, so a selection is never hidden. In