Tilemaps: the tile palette shows pictures instead of names (#139); check total 1023
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@@ -107,7 +107,8 @@ src/editor/animation/ AnimationEditor (header + picker, preview over timeline),
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over animationPreview.ts), TimelineCanvas (rows, keys, ruler, clipboard), timelineView (its geometry),
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over animationPreview.ts), TimelineCanvas (rows, keys, ruler, clipboard), timelineView (its geometry),
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RowDialog + FramesDialog (FormDialogs)
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RowDialog + FramesDialog (FormDialogs)
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src/editor/tile/ TileEditor (header + picker + kind), TileCanvas (every tile of the block and a sample map, animated),
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src/editor/tile/ TileEditor (header + picker + kind), TileCanvas (every tile of the block and a sample map, animated),
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PictureStrip (the pictures as animation steps; dropIndex is the reorder maths)
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PictureStrip (the pictures as animation steps; dropIndex is the reorder maths),
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TilePalette (the tiles as a grid of pictures in the tilemap section, #139)
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src/editor/inspector/ … tilemapSection (tools, tiles and layers of a placed tilemap; painting itself is SceneViewport)
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src/editor/inspector/ … tilemapSection (tools, tiles and layers of a placed tilemap; painting itself is SceneViewport)
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src/editor/statemachine/ StateMachineEditor (header + picker, on the graph canvas)
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src/editor/statemachine/ StateMachineEditor (header + picker, on the graph canvas)
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src/editor/particles/ ParticlesEditor (graph canvas left of a preview panel, splitter between them),
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src/editor/particles/ ParticlesEditor (graph canvas left of a preview panel, splitter between them),
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@@ -12,7 +12,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
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# code is lost (tail's is reported), so a red run reads as green
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# code is lost (tail's is reported), so a red run reads as green
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npm run build # writes dist/ and regenerates index.html
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npm run build # writes dist/ and regenerates index.html
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./build.sh # the same under `set -o pipefail`, for callers that pipe the output
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./build.sh # the same under `set -o pipefail`, for callers that pipe the output
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1021 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1023 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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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 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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./e2e.sh status # live progress, or the last run's result
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@@ -232,4 +232,4 @@ widths to find click points. The **render device is not in this repo** — `/dev
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and a 1 GB `/dev/shm` come from `container.options` in the runner's own `config.yaml`, which
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and a 1 GB `/dev/shm` come from `container.options` in the runner's own `config.yaml`, which
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applies to every job on that runner. Without them chromium falls back to llvmpipe, which gets
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applies to every job on that runner. Without them chromium falls back to llvmpipe, which gets
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WebGL 1.0 only. Measured in the job container: `ANGLE (Intel, Vulkan 1.3.230, HD Graphics 630)`,
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WebGL 1.0 only. Measured in the job container: `ANGLE (Intel, Vulkan 1.3.230, HD Graphics 630)`,
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WebGL 2.0, and the same 1021 checks as here.
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WebGL 2.0, and the same 1023 checks as here.
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@@ -42,7 +42,10 @@ Shift-drag still pans the view, whatever the tool.
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**One stroke is one undo step** — a line of twenty cells comes back with one Ctrl+Z, and a stroke
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**One stroke is one undo step** — a line of twenty cells comes back with one Ctrl+Z, and a stroke
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painted over another tile puts *that* one back, not merely emptiness.
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painted over another tile puts *that* one back, not merely emptiness.
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Under **TILES** stands every tile of the project; picking one reaches for the brush by
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Under **TILES** stands every tile of the project as a grid of pictures with its name below
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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, painting says so instead of quietly doing nothing.
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## Layers
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## Layers
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