Tilemaps: painting tools in their own panel beside the scene view (#142); check total 1032
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@@ -96,7 +96,9 @@ src/editor/inspector/ Inspector panel, host (what a section builds into), field
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(where a value lives — shared with the List tab),
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one section per selection kind (asset/object/node/frame), variableRows (one row shape for
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every variable), portSection, aspectAction, objectQueries/vectorRows/parentRow
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src/editor/panels/ AssetPanel, assetMenu (the two groups of the + menu), HierarchyPanel, Toolbar
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src/editor/panels/ AssetPanel, assetMenu (the two groups of the + menu), HierarchyPanel, Toolbar,
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TilemapPanel (tools, tiles and layers of the one selected tilemap, beside the scene view, #142;
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painting itself is SceneViewport)
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src/editor/graph/ GraphEditor (header + picker), GraphCanvas, graphView (zoom limits, grid, wheel zoom – shared with NodeBoard), EdgeLayer (curves and fold marks), graphMenus,
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NodeView, NodePalette + paletteEntries (which also ranks a search), folding (hidden links, collapsed nodes), Breadcrumb + trail (the path into nested behaviors), beads (the run's pulses),
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AnnotationView + annotationDrag (groups and comments: what a drag carries, each thing moved once)
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@@ -108,8 +110,7 @@ src/editor/animation/ AnimationEditor (header + picker, preview over timeline),
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RowDialog + FramesDialog (FormDialogs)
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src/editor/tile/ TileEditor (header + picker + kind), TileCanvas (every tile of the block and a sample map, animated),
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PictureStrip (the pictures as animation steps; dropIndex is the reorder maths),
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TilePalette (the tiles as a grid of pictures in the tilemap section, #139)
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src/editor/inspector/ … tilemapSection (tools, tiles and layers of a placed tilemap; painting itself is SceneViewport)
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TilePalette (the tiles as a grid of pictures in the tilemap panel, #139)
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src/editor/statemachine/ StateMachineEditor (header + picker, on the graph canvas)
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src/editor/particles/ ParticlesEditor (graph canvas left of a preview panel, splitter between them),
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ParticlePreview (the panel: the asset's own particles, wearing its own rows)
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+1
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@@ -12,7 +12,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
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# code is lost (tail's is reported), so a red run reads as green
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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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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1027 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1032 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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+15
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@@ -27,7 +27,21 @@ edge.
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## Painting
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Select a placed tilemap; the inspector then shows a **PAINTING** section under its rows.
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Select a placed tilemap in the scene view, and the **Tilemap** panel opens to the right of the
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view, between it and the inspector (#142). It holds everything below: **PAINTING**, **TILES** and
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**LAYERS**. The inspector keeps what belongs to the object — name, asset, position, transform and
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the Columns, Rows and Tile size rows.
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- The panel is there only while **exactly one** placed tilemap is selected, and only on the Scene
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tab. With nothing, another object or a second object selected, or on any other tab, it is gone
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and the scene view has its full width. Selecting the tilemap asset in the asset panel does not
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open it: one always paints a placed map.
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- It starts as wide as the inspector; the splitter on its left edge makes it wider or narrower.
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Like the other splitters, the width is not saved.
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- Opening, closing or widening the panel leaves the map where it is on screen: the scene view
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keeps its world in place rather than its centre, so the view simply shows more or less on the right.
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- **Deselecting the map puts the brush down**: the tool falls back to Select, so no invisible
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brush is left waiting for the next map. The chosen tile and layer are kept.
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- **Select** leaves the scene view as it is: the map is picked up and dragged like any other object.
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This is what a tilemap starts in — a map one cannot move would be worse than a click.
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