Describe the asset ping and the Asset row link (#221)
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@@ -79,10 +79,15 @@ gets no entry.
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**Links in the inspector** (#221). A row that picks an asset from a dropdown (Texture, Shader,
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Font, Palette, a node's Behavior, …) shows its label as a **link** while it names one: blue
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and underlined, or gold and underlined while it is an override. A **click** selects that asset,
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a **double-click** opens it like a double-click in the asset panel. The first click already
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rebuilds the inspector for the new selection, so the second press lands on another row; the
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inspector catches it before that row does. A row that names nothing is plain text again.
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and underlined, or gold and underlined while it is an override. A **click pings** that asset,
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the way Unity does: the asset panel unfolds its group, scrolls to its row and lets the row light
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up for a second. Nothing is selected, so the inspector stays on the object you are working on.
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A **double-click** opens the asset like a double-click in the asset panel. A frame pings and
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opens the texture or pixel art it was cut from. A row that names nothing is plain text again.
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A placed object's **Asset** row (and **Part of** for content of a container) works the same:
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the label is the link, the field beside it shows the asset's name and only reads. It follows a
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rename of the asset right away.
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The asset panel and **Scene objects** share the left column; the divider between them drags
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the height from one to the other, and dragged all the way either keeps its header. The split is a
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share of the column, so a taller or shorter window keeps it.
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@@ -14,7 +14,7 @@ npm run build # writes dist/ and regenerates index.html
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./build.sh # the same under `set -o pipefail`, for callers that pipe the output
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php tools/make-user.php <name> <password> [admin|user] # an account; every tool signs in (see Accounts)
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php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1341 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1345 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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