Describe the Open texture/shader entries and inspector links (#221)
Concepts gets the new menu entries and the asset links in the inspector. Development has the new check total of 1341.
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@@ -69,7 +69,20 @@ Right-clicking a row offers *Set as active scene*, *Set as start scene* / *Clear
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**Scene objects** it offers *Select asset*, *Open asset* (the same as double-clicking the asset
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in the asset panel; greyed out for a kind that has no editor of its own, such as a sprite or a
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camera), *Add collider*, *Create container*, *Unpack container*, *Unparent*,
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*Expand all* / *Collapse all* and *Remove*.
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*Expand all* / *Collapse all* and *Remove*. The scene view's right-click menu is the same.
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Both menus also offer **one *Open …* entry per asset the values point at** (#221): a sprite
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wearing a picture and a shader has *Open texture* and *Open shader*, in the asset panel at the
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top, for a placed object right below *Open asset*. They read the object's own values, so an
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object that overrides its shader opens that one. A frame opens the texture or pixel art it was
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cut from. An empty or dangling reference, or one to a kind without a tab (a palette, a font),
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gets no entry.
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**Links in the inspector** (#221). A row that picks an asset from a dropdown (Texture, Shader,
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Font, Palette, a node's Behavior, …) shows its label as a **link** while it names one: blue
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and underlined, or gold and underlined while it is an override. A **click** selects that asset,
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a **double-click** opens it like a double-click in the asset panel. The first click already
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rebuilds the inspector for the new selection, so the second press lands on another row; the
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inspector catches it before that row does. A row that names nothing is plain text again.
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The asset panel and **Scene objects** share the left column; the divider between them drags
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the height from one to the other, and dragged all the way either keeps its header. The split is a
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share of the column, so a taller or shorter window keeps it.
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@@ -14,7 +14,7 @@ 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> [admin|user] # an account; every tool signs in (see Accounts)
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php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1336 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1341 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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