Open asset in the scene object context menu, check sum 1103 (#176)

admin committed 2026-09-20 10:16:40 +02:00
1 parent 212d6c28fc
commit 9fd6ce7ada
2 files changed
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@@ -59,8 +59,9 @@ active one. `Enter` does the same once the list has keyboard focus (`Tab`).
A sprite, camera, text or collider has no tab of its own, so a double-click on one does nothing.
Right-clicking a row offers *Set as active scene*, *Set as start scene* / *Clear start scene*,
*Create sprite from texture*, *Create animation from texture* and *Delete…*. In
**Scene objects** it offers *Select asset*, *Add collider*, *Create container*, *Unpack
container*, *Unparent*, *Expand all* / *Collapse all* and *Remove*.
**Scene objects** it offers *Select asset*, *Open asset* (the same as double-clicking the asset
in the asset panel), *Add collider*, *Create container*, *Unpack container*, *Unparent*,
*Expand all* / *Collapse all* and *Remove*.
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.
+1 -1
@@ -12,7 +12,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
# code is lost (tail's is reported), so a red run reads as green
npm run build # writes dist/ and regenerates index.html
./build.sh # the same under `set -o pipefail`, for callers that pipe the output
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1102 editor checks, screenshots in /tmp/gm-e2e-*.png
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1103 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