From 8f1a3728383f474988e3198f65ca5995bbe0604d Mon Sep 17 00:00:00 2001 From: meleki Date: Wed, 23 Sep 2026 16:44:38 +0200 Subject: [PATCH] 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. --- Concepts.md | 15 ++++++++++++++- Development.md | 2 +- 2 files changed, 15 insertions(+), 2 deletions(-) diff --git a/Concepts.md b/Concepts.md index b086390..7b8c13c 100644 --- a/Concepts.md +++ b/Concepts.md @@ -69,7 +69,20 @@ Right-clicking a row offers *Set as active scene*, *Set as start scene* / *Clear **Scene objects** it offers *Select asset*, *Open asset* (the same as double-clicking the asset in the asset panel; greyed out for a kind that has no editor of its own, such as a sprite or a camera), *Add collider*, *Create container*, *Unpack container*, *Unparent*, -*Expand all* / *Collapse all* and *Remove*. +*Expand all* / *Collapse all* and *Remove*. The scene view's right-click menu is the same. +Both menus also offer **one *Open …* entry per asset the values point at** (#221): a sprite +wearing a picture and a shader has *Open texture* and *Open shader*, in the asset panel at the +top, for a placed object right below *Open asset*. They read the object's own values, so an +object that overrides its shader opens that one. A frame opens the texture or pixel art it was +cut from. An empty or dangling reference, or one to a kind without a tab (a palette, a font), +gets no entry. + +**Links in the inspector** (#221). A row that picks an asset from a dropdown (Texture, Shader, +Font, Palette, a node's Behavior, …) shows its label as a **link** while it names one: blue +and underlined, or gold and underlined while it is an override. A **click** selects that asset, +a **double-click** opens it like a double-click in the asset panel. The first click already +rebuilds the inspector for the new selection, so the second press lands on another row; the +inspector catches it before that row does. A row that names nothing is plain text again. The asset panel and **Scene objects** share the left column; the divider between them drags the height from one to the other, and dragged all the way either keeps its header. The split is a share of the column, so a taller or shorter window keeps it. diff --git a/Development.md b/Development.md index 30af249..9bb44b2 100644 --- a/Development.md +++ b/Development.md @@ -14,7 +14,7 @@ npm run build # writes dist/ and regenerates index.html ./build.sh # the same under `set -o pipefail`, for callers that pipe the output php tools/make-user.php [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) -node tools/seed-e2e.mjs && node tools/e2e.mjs # 1336 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 1341 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 ./e2e.sh start [GM_STEPS] # the same run detached, see below ./e2e.sh status # live progress, or the last run's result