Open asset in the scene object context menu, check sum 1103 (#176)
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@@ -59,8 +59,9 @@ active one. `Enter` does the same once the list has keyboard focus (`Tab`).
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A sprite, camera, text or collider has no tab of its own, so a double-click on one does nothing.
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Right-clicking a row offers *Set as active scene*, *Set as start scene* / *Clear start scene*,
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*Create sprite from texture*, *Create animation from texture* and *Delete…*. In
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**Scene objects** it offers *Select asset*, *Add collider*, *Create container*, *Unpack
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container*, *Unparent*, *Expand all* / *Collapse all* and *Remove*.
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**Scene objects** it offers *Select asset*, *Open asset* (the same as double-clicking the asset
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in the asset panel), *Add collider*, *Create container*, *Unpack container*, *Unparent*,
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*Expand all* / *Collapse all* and *Remove*.
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The asset panel and **Scene objects** share the left column; the divider between them drags
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the height from one to the other, and dragged all the way either keeps its header. The split is a
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share of the column, so a taller or shorter window keeps it.
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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 # 1102 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1103 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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