Textures: the texture field shows only pictures, an old animation id appears as <id>? (#143); check total 1034
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@@ -12,7 +12,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
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# code is lost (tail's is reported), so a red run reads as green
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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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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1032 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1034 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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+5
@@ -5,6 +5,11 @@ design: because it is an ordinary property, instance overrides, **Apply to conta
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One coin instance can wear a different picture than its nine siblings, and swapping a texture
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at runtime is a graph node that already exists.
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**The Texture row offers pictures only:** every texture, each followed by its frames. An
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animation is played, not worn (see [Animations](Animations)), so it is not in the list. A
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project from before that change may still hold an animation id in the field; it reads as
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`<id>?` like any other dangling reference and draws the plain colour.
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**Getting an image in.** **Dropping image files onto the canvas** or **Ctrl+V** pasting one
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uploads it and makes the asset in one go; several files at once are imported one after another,
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and a file that fails does not stop the rest.
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