Describe deleting a painted tile on Tiles and Tilemaps (#268)
- Tiles: deleting a tile empties its cells, the dialog counts them, and undo brings both back. A cell naming a missing tile is empty. - Tilemaps: Fill and "Tile at" treat such a cell as empty, and a deleted tile in hand no longer paints. - Development: the e2e sum is 1590. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -18,7 +18,7 @@ php tests/php/accounts.test.php # the API's accoun
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# has and the web server's container has not (SKIP there)
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php tests/php/snapshots.test.php # the snapshot store (#231), the same way
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php tests/php/releases.test.php # the release store (#266), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1586 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1590 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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@@ -77,7 +77,8 @@ the Columns, Rows and Tile size rows.
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- **Fill** (#133) fills, from the cell clicked, every cell of the active layer that holds the same
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tile — or is empty, if that one is — and is reached through the four edge neighbours. Diagonals do
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not count, so a fill does not leak through the gap between two corners. The grid is the border.
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Filling a cell with the tile it already holds does nothing.
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Filling a cell with the tile it already holds does nothing. A cell naming a tile the project
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does not have counts as empty (see [Tiles](Tiles#where-they-are-placed)).
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- **Pick** takes the tile of the cell clicked on the **active layer** and hands it straight to the
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painting tool used before Pick (Brush, Rect or Fill; from Select or Erase it is the Brush). An
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empty cell says so in the console and changes nothing.
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@@ -98,7 +99,8 @@ Under **TILES** stands every tile of the project as a grid of pictures with its
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(#139), so you see what you paint with. A floor or wall tile shows its lone tile — the four
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convex corners, the one RPG Maker shows as well — and an animated tile its first picture. A tile
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without a usable picture shows a **?** and can still be picked. Picking one reaches for the brush by
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itself. Without one chosen, painting says so instead of quietly doing nothing.
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itself. Without one chosen, or with one deleted since, painting says so instead of quietly doing
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nothing.
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## Layers
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@@ -182,8 +184,8 @@ A behavior reads and changes the cells of a placed map while the game runs (#135
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it, each taking the placed map as its `tilemap` input:
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- **`Tile at`** gives the tile in a cell (`tile`, empty for none) and `empty`. It reads the moment
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it is asked, so a `Set tile` earlier in the same flow is already seen. A cell outside the grid or
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on a layer the map does not have reads as empty.
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it is asked, so a `Set tile` earlier in the same flow is already seen. A cell outside the grid,
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on a layer the map does not have or naming a tile the project does not have reads as empty.
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- **`Set tile`** puts a tile into a cell, or empties it when no tile is given. `done` says whether
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it could: not on something that is no tilemap, not on a missing layer, not outside the grid, and
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not with an asset that is no tile.
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+9
@@ -139,3 +139,12 @@ Kind, rate, playback, the solid switch, the collision scale and the sort offset
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A tile is never placed by itself: it is laid down by a [tilemap](Tilemaps), which is the asset
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that carries a grid of cells and is placed in a scene. Two different tiles do not join each other
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there — each autotile closes against everything else, as the RPG-Maker sheets are drawn.
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**Deleting a tile** that is painted on a map empties its cells in the same step (#268). The delete
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dialog says how many cells on how many tilemaps, and Ctrl+Z brings the tile and its cells back
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together. A brush still holding the deleted tile paints nothing and asks for a tile.
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A cell can still name a tile the project does not have, in an older file or one edited by hand.
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It is empty for everything that looks at the map: it is not drawn, it does not block, `Tile at`
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reads it as empty and **Fill** fills across it. Only **Pick** says what it is. The file keeps it
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until the cell is painted over or erased.
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