Describe pixel exact zoom steps in scene and game view
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@@ -52,7 +52,9 @@ The camera's `zoom` magnifies the world on top: a 640x360 camera at zoom 2 shows
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units, and at 100% still fills 640x360 screen pixels. Auto and Fit name the factor they came to
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(`Auto · 100%`, `Fit · 105%`) and follow the view when it changes size. A picture larger than
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the view is cut to it, the camera stays in the middle.
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Fixed steps start on a whole screen pixel, so pixel art at 100% stays sharp. The choice belongs
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Fixed steps start on a whole screen pixel, so pixel art at 100% stays sharp. The steps count
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**device** pixels: with Windows display scaling at 125%, 100% is still one screen pixel per camera
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pixel, and Fit then names the factor in screen pixels (`Fit · 156%`). The choice belongs
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to this browser, like *Play starts*, and is not saved in the project.
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**Toolbar and panels.** The toolbar carries five **icon buttons** and no captions (#183): the
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@@ -12,6 +12,7 @@ step-1 field lands on whole numbers), `↑`/`↓` step, shown with at most three
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and every tab), the value itself is kept at that precision — fields that are integral by nature
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(frame rectangles, the slice dialog, a camera's view size, font size, the key-repeat
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milliseconds, the index and count ports of list and text nodes) set `NumberField`'s
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`decimals: 0` and round to whole numbers · viewport: wheel zooms,
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`decimals: 0` and round to whole numbers · viewport: wheel zooms in whole steps (1/8, 1/4, 1/2,
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then 1 to 6, 8, 12, 16, 24 screen pixels per world pixel; see [Scene editing](Scene-editing)),
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middle-drag or `Shift`+drag pans, drag on empty space rubber-bands, `Ctrl`/`Shift`-click toggles an
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object in the selection (hierarchy rows too) · tilemap panel: holding `Alt` switches to Pick – a click takes that cell's tile from the active layer – and releasing it brings back the tool before ([Tilemaps](Tilemaps)) · Vector art tab: `Alt`-click a point to make it symmetric and straight again, double-click takes it away, `Esc` ends the line the Pen is drawing, `Delete` removes the selected shape ([Vector art](Vector-Art)).
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@@ -9,6 +9,15 @@ a placement the drop then denies). Picking a container up selects it, but the Co
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Dragging is the only way to place: a double-click on an asset opens its tab (a scene also becomes
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the active one), it never places.
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**Zoom in whole steps.** The wheel in the Scene and Container tabs and in the animation preview
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moves the zoom one step at a time: 1/8, 1/4, 1/2, then 1 to 6, 8, 12, 16 and 24 screen pixels per
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world pixel. A mouse notch is one step, a trackpad takes one every 50 pixels of scrolling. *Fit* rounds
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down to the step that still fits. The steps count **device** pixels, so zoom 1 stays one screen
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pixel per world pixel even with Windows display scaling at 125% or 150%. With every texel getting
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the same number of screen pixels, pixel art never shows one pixel wider than its neighbour,
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wherever the view is panned. Sprites that are turned or scaled by an odd factor still cannot
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be even.
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**Editor symbols are always on top.** The viewport draws scene content (sprites) in an
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`objects` layer and editor symbols (camera icon, labels) in an `overlay` layer above it, so a
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sprite can never hide a symbol regardless of z or hierarchy order. A viewport label keeps a
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