diff --git a/Development.md b/Development.md index b7c7e91..6c1e678 100644 --- a/Development.md +++ b/Development.md @@ -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 # 1023 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 1027 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 @@ -232,4 +232,4 @@ widths to find click points. The **render device is not in this repo** — `/dev and a 1 GB `/dev/shm` come from `container.options` in the runner's own `config.yaml`, which applies to every job on that runner. Without them chromium falls back to llvmpipe, which gets WebGL 1.0 only. Measured in the job container: `ANGLE (Intel, Vulkan 1.3.230, HD Graphics 630)`, -WebGL 2.0, and the same 1023 checks as here. +WebGL 2.0, and the same 1027 checks as here. diff --git a/Tilemaps.md b/Tilemaps.md index e0b8a18..fdbf381 100644 --- a/Tilemaps.md +++ b/Tilemaps.md @@ -58,6 +58,15 @@ last (over the others). Per row there is: - its **name**, which is also how it is chosen to paint on; - **↑ / ↓** to move it in the drawing order and **✕** to remove it, cells and all. +Below the list (#138): + +- **Name** renames the layer you paint on. A blank name is not taken; the field goes back to the + old one. +- **Show** decides how the scene view draws the *other* layers of the selected map: **All layers** + as they are, **Others faded** at 30 %, or **Active layer only**. It is a way of looking while you + paint, not a property of the map: it touches neither the project nor the game, a map that is not + selected is always drawn whole, and the layer switches above stay as they are. + **Add layer** appends one on top. A tilemap always keeps at least one layer — there has to be something to paint on.