diff --git a/Concepts.md b/Concepts.md index a70d537..b77a1e4 100644 --- a/Concepts.md +++ b/Concepts.md @@ -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. diff --git a/Development.md b/Development.md index 179c42a..fabc975 100644 --- a/Development.md +++ b/Development.md @@ -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 diff --git a/Scene-editing.md b/Scene-editing.md index ea67b31..7c6429e 100644 --- a/Scene-editing.md +++ b/Scene-editing.md @@ -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