diff --git a/Concepts.md b/Concepts.md index b77a1e4..3f711c7 100644 --- a/Concepts.md +++ b/Concepts.md @@ -217,7 +217,8 @@ preset (see above), the **Link zoom** of the released game (see above), the **sy of the scene view's icons (see [Scene editing](Scene-editing)), the collision layers and the render layers in *Project settings…*. What is about the person at the screen rather than the project is in *General settings…* (#309), kept in this browser and the same in every project: the -**zoom transition** (see below). A project is deleted in *Open project…*: **Delete** asks first, and Cancel, Esc +**zoom transition** (see below) and whether the asset panel shows **empty categories and types** +(see below). A project is deleted in *Open project…*: **Delete** asks first, and Cancel, Esc and the deletion itself all lead back to the project list. The active scene is picked where the scenes are — by double-clicking one in the **Assets** panel. The **Assets** panel's `+` creates an asset and opens its tab; its menu lists the categories of the panel (*Basics*, *Visuals*, *Logics*, *Physics*, *Audio*), and each opens a **submenu** beside it @@ -227,8 +228,10 @@ category or on a click; moving on to another category swaps it after a short wai crossing the rows on its way into a submenu does not take it away. Picking a type closes both, and so do Escape and a click beside them. (Until then the menu was one list in two groups, placeable types and library ones, #43.) -A right-click on a group heading or on the empty space below the rows opens the same menu (#244); -a right-click on an asset keeps its own menu. +A right-click on the empty space below the rows opens the same menu (#244). On a category heading +it offers only the types of that category, without the submenu, and on a type heading only that +type (#361). Each of these menus says *Create asset* in a muted line above its entries, so a +click on a type reads as making one. A right-click on an asset keeps its own menu. Every type has an **icon** of its own, the same wherever the type shows: in the `+` menu, on the asset panel's groups, on a document's tab and at the end of a row in **Scene objects** (#176). The asset panel **groups by category and type** (#176). On top are the categories *Basics*, @@ -240,6 +243,10 @@ category is **open** and every group **folded**; a click anywhere on a heading f and a heading is never selected. Selecting an asset from elsewhere (a picker, a graph, a new asset) unfolds its category and its group; folding the category or group the selected asset sits in lets go of the selection. +With **Show empty asset categories and types** in *General settings…* (off by default, #361) the +panel lists every category with every type, also those without assets. They stand faint, with a +count of 0, and an empty type has no chevron, since there is nothing to unfold. A right-click on +such a heading creates the first asset of that type. A click on a row only selects (the inspector shows it, no tab moves); a **double-click** opens the asset as a document in a tab of its own (see **The tab row**) — a behavior, state machine, shader, particles, diff --git a/Development.md b/Development.md index ba49f7b..260ff0a 100644 --- a/Development.md +++ b/Development.md @@ -19,7 +19,7 @@ php tests/php/accounts.test.php # the API's accoun php tests/php/snapshots.test.php # the snapshot store (#231), the same way php tests/php/releases.test.php # the release store (#266), the same way php tests/php/files.test.php # uploaded files in a folder per account (#344), the same way -node tools/seed-e2e.mjs && node tools/e2e.mjs # 1902 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 1906 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