From 136a73ad5a2fc3c5671ff4679e9e19fb37cf6943 Mon Sep 17 00:00:00 2001 From: meleki Date: Wed, 23 Sep 2026 17:55:44 +0200 Subject: [PATCH] Describe the asset ping and the Asset row link (#221) --- Concepts.md | 13 +++++++++---- Development.md | 2 +- 2 files changed, 10 insertions(+), 5 deletions(-) diff --git a/Concepts.md b/Concepts.md index 7b8c13c..b208c08 100644 --- a/Concepts.md +++ b/Concepts.md @@ -79,10 +79,15 @@ gets no entry. **Links in the inspector** (#221). A row that picks an asset from a dropdown (Texture, Shader, Font, Palette, a node's Behavior, …) shows its label as a **link** while it names one: blue -and underlined, or gold and underlined while it is an override. A **click** selects that asset, -a **double-click** opens it like a double-click in the asset panel. The first click already -rebuilds the inspector for the new selection, so the second press lands on another row; the -inspector catches it before that row does. A row that names nothing is plain text again. +and underlined, or gold and underlined while it is an override. A **click pings** that asset, +the way Unity does: the asset panel unfolds its group, scrolls to its row and lets the row light +up for a second. Nothing is selected, so the inspector stays on the object you are working on. +A **double-click** opens the asset like a double-click in the asset panel. A frame pings and +opens the texture or pixel art it was cut from. A row that names nothing is plain text again. +A placed object's **Asset** row (and **Part of** for content of a container) works the same: +the label is the link, the field beside it shows the asset's name and only reads. It follows a +rename of the asset right away. + The asset panel and **Scene objects** share the left column; the divider between them drags the height from one to the other, and dragged all the way either keeps its header. The split is a share of the column, so a taller or shorter window keeps it. diff --git a/Development.md b/Development.md index 9bb44b2..f36944e 100644 --- a/Development.md +++ b/Development.md @@ -14,7 +14,7 @@ npm run build # writes dist/ and regenerates index.html ./build.sh # the same under `set -o pipefail`, for callers that pipe the output php tools/make-user.php [admin|user] # an account; every tool signs in (see Accounts) php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job) -node tools/seed-e2e.mjs && node tools/e2e.mjs # 1341 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 1345 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