diff --git a/Concepts.md b/Concepts.md index 62fcbd1..c0dd075 100644 --- a/Concepts.md +++ b/Concepts.md @@ -64,8 +64,9 @@ window, not of the space the row has left over — where play turns into a stop on, and pause into a second play sign while it is held. On the right stand the notice line, the save status, the frame rate and the **Account** menu. What the bar used to spell out lives in the menu now: the project list in *Open project…*, the project name, the -**start-scene switch** (*Start scene* / *Active scene*, see **Start scene**) and the collision -layers in *Project settings…*. The active scene is picked where the scenes are — by double-clicking +**start-scene switch** (*Start scene* / *Active scene*, see **Start scene**), the **symbol scale** +of the scene view's icons (see [Scene editing](Scene-editing)) and the collision layers in +*Project settings…*. The active scene is picked where the scenes are — by double-clicking one in the **Assets** panel. The **Assets** panel's `+` creates an asset and opens its tab; its menu lists the types in two alphabetical groups, first what can be placed into a scene, then what only lives in the library (#43) — the line between them answers the question that follows right after "which type?". diff --git a/Development.md b/Development.md index 231fb33..7b70688 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 # 1374 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 1375 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 diff --git a/Scene-editing.md b/Scene-editing.md index 099f598..a3f4bda 100644 --- a/Scene-editing.md +++ b/Scene-editing.md @@ -30,8 +30,10 @@ and particle source each show the same file in the Scene tab as in the Assets pa (`src/editor/panels/icons/`, drawn by `src/viewport/symbolIcons.ts`): **white, in a dark outline**, with no plate behind it, so every symbol reads the same on any ground. The outline is not a second file: `haloSvg` (`src/ui/svg.ts`) widens every shape of the icon by its stroke, and that silhouette -is drawn dark under the icon. An icon is 18 world units across, stays upright and grows and shrinks -with the zoom like the scene. A file draws in its own units with the origin at its centre, and +is drawn dark under the icon. An icon is 18 world units across times the project's **Symbol scale** +(**menu → Project settings…**, 0.1 to 4, default 1), stays upright and grows and shrinks with the +zoom like the scene. The scale also sets the spacing of icons that share a spot and the outline of +a selected behavior, container or rigidbody; a project of 16-pixel art may want 0.5. A file draws in its own units with the origin at its centre, and `currentColor` stands for the colour it is drawn in. Pixi's SVG parser is not a browser, so the files keep to what both draw alike, and `tests/ui/svg-icons.test.ts` holds them to it: only `path`, `circle`, `rect`, `ellipse` and `line` (Pixi reads `polygon` points as whole numbers), no