Describe pixel exact zoom steps in scene and game view

admin committed 2026-09-24 10:41:09 +02:00
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@@ -52,7 +52,9 @@ The camera's `zoom` magnifies the world on top: a 640x360 camera at zoom 2 shows
units, and at 100% still fills 640x360 screen pixels. Auto and Fit name the factor they came to
(`Auto · 100%`, `Fit · 105%`) and follow the view when it changes size. A picture larger than
the view is cut to it, the camera stays in the middle.
Fixed steps start on a whole screen pixel, so pixel art at 100% stays sharp. The choice belongs
Fixed steps start on a whole screen pixel, so pixel art at 100% stays sharp. The steps count
**device** pixels: with Windows display scaling at 125%, 100% is still one screen pixel per camera
pixel, and Fit then names the factor in screen pixels (`Fit · 156%`). The choice belongs
to this browser, like *Play starts*, and is not saved in the project.
**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
and every tab), the value itself is kept at that precision — fields that are integral by nature
(frame rectangles, the slice dialog, a camera's view size, font size, the key-repeat
milliseconds, the index and count ports of list and text nodes) set `NumberField`'s
`decimals: 0` and round to whole numbers · viewport: wheel zooms,
`decimals: 0` and round to whole numbers · viewport: wheel zooms in whole steps (1/8, 1/4, 1/2,
then 1 to 6, 8, 12, 16, 24 screen pixels per world pixel; see [Scene editing](Scene-editing)),
middle-drag or `Shift`+drag pans, drag on empty space rubber-bands, `Ctrl`/`Shift`-click toggles an
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
Dragging is the only way to place: a double-click on an asset opens its tab (a scene also becomes
the active one), it never places.
**Zoom in whole steps.** The wheel in the Scene and Container tabs and in the animation preview
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
world pixel. A mouse notch is one step, a trackpad takes one every 50 pixels of scrolling. *Fit* rounds
down to the step that still fits. The steps count **device** pixels, so zoom 1 stays one screen
pixel per world pixel even with Windows display scaling at 125% or 150%. With every texel getting
the same number of screen pixels, pixel art never shows one pixel wider than its neighbour,
wherever the view is panned. Sprites that are turned or scaled by an odd factor still cannot
be even.
**Editor symbols are always on top.** The viewport draws scene content (sprites) in an
`objects` layer and editor symbols (camera icon, labels) in an `overlay` layer above it, so a
sprite can never hide a symbol regardless of z or hierarchy order. A viewport label keeps a