Describe loading every picture ahead
Textures gets a paragraph on the preload: every picture, font and pixel art cel of the project is requested when it opens or changes. Development moves the check count to 1423. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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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 # 1422 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1423 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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@@ -209,6 +209,11 @@ to the sheet itself.
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**Nothing ever breaks on a missing picture.** While an image loads, and for a reference that
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dangles because the texture was deleted, the sprite draws its plain colour — exactly what it
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looked like before textures existed. So there is no placeholder, no flicker and no error path.
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**Every picture is loaded ahead.** As soon as a project is opened, and whenever an asset is
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added, the editor fetches every image, font and pixel art cel the project names, used or not.
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Nothing waits for its first draw: an animation or an animated tile that reaches a frame from a
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picture of its own would otherwise blink out once, the first time it gets there.
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Deleting a texture warns how many sprites reference it (a texture is never *placed*, so
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counting placed instances would report "unused" for a picture a dozen sprites are showing).
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