Tilemaps: renaming layers and the Show setting (#138); check total 1027

admin committed 2026-09-18 10:56:33 +02:00
1 parent da9af71391
commit a93941bc38
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@@ -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.
+9
@@ -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.