Say that paste goes by what the view shows (#263)
- Scene editing, "Where it lands": a pasted copy lands where the view shows it, the editor offsets of its parents included. - Development: the e2e total is 1591. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -18,7 +18,7 @@ php tests/php/accounts.test.php # the API's accoun
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# has and the web server's container has not (SKIP there)
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php tests/php/snapshots.test.php # the snapshot store (#231), the same way
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php tests/php/releases.test.php # the release store (#266), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1590 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1591 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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@@ -236,7 +236,9 @@ project, so it lives until another project is opened.
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- **Where it lands:** under the pointer when the pointer is over the view (the copied group
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keeps its layout, centred there), else one grid step (100) down and right of the original, and
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another step for every earlier paste that is still there.
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another step for every earlier paste that is still there. Both go by what the view shows: the
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editor offsets of the original and of the new parents count (#263). The copy itself has no
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offset, so in the game it stands where the view drew it, less the offsets of its parents.
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- **Into which parent:** into the one selected object (from the menu: the one clicked). When that
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object is an original or an earlier paste, the copy goes beside it instead, under its parent, so
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pasting again and again never stacks copies inside each other. Without such an object the copy
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