Describe the Z row of an animation
A placed root or object now offers X, Y and Z as position rows. - Animations says that Z is the draw order, that it takes effect at once, and how a blended value sorts. - Development has the check sum 1397.
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@@ -11,9 +11,15 @@ same ids whether play bakes that content or the edit mode resolves it), and it c
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nowhere. When a container template loses the object a row aims at, the row reads *(missing)* like
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any other whose target is gone.
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A placed root or object offers its position as the first rows: **X**, **Y** and **Z**. *Z* is the
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draw order (higher is on top), and the order is sorted again on every render, so a keyed *Z* moves
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the object behind or in front of others while the animation plays — a weapon that swings up can
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pass behind its character. Blended values between two keys count as they are: at *Z* 4.5 the
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object is above everything on 4 and below everything on 5.
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Besides the schema's own properties, a row can key what an object **declares** (#104): a
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**behavior's variables** — pick the behavior (it sits below its owner in the object list) and its
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variables are offered next to *Enabled*; a behavior offers no *X*/*Y*, so a variable named `x` is
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variables are offered next to *Enabled*; a behavior offers no *X*/*Y*/*Z*, so a variable named `x` is
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that variable — and the **parameters of the shader a sprite wears**, whether the asset wears it or
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the placed object overrides it. Shader parameters are numbers, as the `Property` node declares
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them, and keys are clamped to its min/max. A variable is written before the behaviors run, so a
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@@ -15,7 +15,7 @@ npm run build # writes dist/ and regenerates index.html
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php tools/make-user.php <name> <password> [admin|user] # an account; every tool signs in (see Accounts)
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php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job)
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php tests/php/snapshots.test.php # the snapshot store (#231), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1396 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1397 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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