Scene editing: the object menu opens in the view (#204)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -13,7 +13,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
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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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php tools/make-user.php <name> <password> # an account; every tool signs in (see Accounts)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1290 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1293 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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@@ -72,6 +72,14 @@ unfolds the way down to it and scrolls it into view, so a selection is never hid
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play mode entities carry the same `parent` link: moving a parent entity moves its subtree,
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`Destroy` removes it. `Get position` exposes both the local and the world coordinates.
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**The object menu in the view.** Right-clicking an object in the scene view opens the same menu
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its row in **Scene objects** has (#204) — one function builds both (`src/editor/objectMenu.ts`),
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so they cannot drift apart. Only *Expand all* / *Collapse all* stay in the panel, where they mean
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something. Which object the menu is for follows the rule of a press: a selected object under the
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pointer, hidden behind others or not, keeps the selection, and the menu acts on all of it;
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otherwise the topmost object there is selected first. Empty space, an empty tilemap cell
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included, opens no menu. The Container tab does the same for its template.
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**Editor offset (scene view only).** Every scene object additionally carries an
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`editorOffset` — an x/y shift of where it is *drawn, selected and dragged* in the Scene tab,
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and nothing else. The game, collisions and the graph never see it; it is there to pull apart
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