Describe the eye popup for scene view visibility

Scene editing explains the Symbol, Name and Shape toggles per asset kind, Architecture lists the new topbar button, Development raises the check count to 1422.
admin committed 2026-09-26 23:33:11 +02:00
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commit 13fef2957a
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@@ -192,7 +192,8 @@ src/editor/panels/ AssetPanel, assetGroups (groups by type and their order,
asset type in icons/, shared by the panel, the + menu, the tabs and Scene objects, asset type in icons/, shared by the panel, the + menu, the tabs and Scene objects,
plus the List, Game, Plugins and User management tabs' own four, which stand for no asset), plus the List, Game, Plugins and User management tabs' own four, which stand for no asset),
assetMenu (the two groups of the + menu), HierarchyPanel, assetMenu (the two groups of the + menu), HierarchyPanel,
Toolbar + toolbarIcons (five icon buttons, no captions: menu, undo, redo, play, pause, #183), Toolbar + toolbarIcons (icon buttons, no captions: menu, undo, redo, play, pause, #183, and the eye),
SceneVisibilityPopup (behind the eye: symbol, name and collider outline per type),
headerIcons (the pictures of the tab headers' switches: the magnet, #194), headerIcons (the pictures of the tab headers' switches: the magnet, #194),
markIcons (the kind marks, the row actions reset, apply and the two fit arrows, and a markIcons (the kind marks, the row actions reset, apply and the two fit arrows, and a
transition's in/out arrow — they were characters the bundled font does not have, #214), transition's in/out arrow — they were characters the bundled font does not have, #214),
+1 -1
@@ -15,7 +15,7 @@ npm run build # writes dist/ and regenerates index.html
php tools/make-user.php <name> <password> [admin|user] # an account; every tool signs in (see Accounts) php tools/make-user.php <name> <password> [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) php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job)
php tests/php/snapshots.test.php # the snapshot store (#231), the same way php tests/php/snapshots.test.php # the snapshot store (#231), the same way
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1418 editor checks, screenshots in /tmp/gm-e2e-*.png node tools/seed-e2e.mjs && node tools/e2e.mjs # 1422 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 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 start [GM_STEPS] # the same run detached, see below
./e2e.sh status # live progress, or the last run's result ./e2e.sh status # live progress, or the last run's result
+13
@@ -59,6 +59,19 @@ on until the row is free (`stackLabels`, `src/viewport/labelRows.ts`). Names are
bottom, so the upper of two keeps its row, and a name only moves up or down: it stays on its icon's bottom, so the upper of two keeps its row, and a name only moves up or down: it stays on its icon's
side. Names off screen take their row as well, so none jumps while the view pans. side. Names off screen take their row as well, so none jumps while the view pans.
**The eye in the top bar picks what the Scene tab shows.** Beside redo, the eye opens a list of
every type that can be placed, Behavior to Tilemap, and per type up to three switches: **Symbol**
(its icon), **Name** (its name plate) and **Shape**: on a collider its outline, on a tilemap the
outline of its solid cells, while the map's tiles stay drawn. Sprite,
Text and Tilemap have no icon, so their Symbol switch is greyed out; their Name switch puts a plate
centred on the object, and it starts off. Every other switch starts on, which is what the Scene
tab always showed. A hidden icon takes no room on a ring and draws no owner link, and its name then
stands centred on the object. A hidden icon or outline cannot be clicked either: the object is
still selected in the hierarchy. The list stays open while you switch. The switches are saved with
the project (`sceneVisibility`, `src/core/model/sceneVisibility.ts`), so whoever opens it sees
the same, but like the game scale they are no undo step: they change how you look, not the
project. The Game tab and the running game are not affected.
**Z-order is part of the position.** `position.z` is the draw order of a scene object: higher **Z-order is part of the position.** `position.z` is the draw order of a scene object: higher
`z` is drawn on top; objects with equal `z` keep their hierarchy (tree) order. It is edited in the `z` is drawn on top; objects with equal `z` keep their hierarchy (tree) order. It is edited in the
inspector next to X/Y, undoable like any move, and applies in edit and play mode alike. The layers inspector next to X/Y, undoable like any move, and applies in edit and play mode alike. The layers