Tilemaps: the tile palette shows pictures instead of names (#139); check total 1023

admin committed 2026-09-18 10:15:52 +02:00
1 parent b6f0e5ba69
commit da9af71391
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+2 -1
@@ -107,7 +107,8 @@ src/editor/animation/ AnimationEditor (header + picker, preview over timeline),
over animationPreview.ts), TimelineCanvas (rows, keys, ruler, clipboard), timelineView (its geometry), over animationPreview.ts), TimelineCanvas (rows, keys, ruler, clipboard), timelineView (its geometry),
RowDialog + FramesDialog (FormDialogs) RowDialog + FramesDialog (FormDialogs)
src/editor/tile/ TileEditor (header + picker + kind), TileCanvas (every tile of the block and a sample map, animated), src/editor/tile/ TileEditor (header + picker + kind), TileCanvas (every tile of the block and a sample map, animated),
PictureStrip (the pictures as animation steps; dropIndex is the reorder maths) PictureStrip (the pictures as animation steps; dropIndex is the reorder maths),
TilePalette (the tiles as a grid of pictures in the tilemap section, #139)
src/editor/inspector/ … tilemapSection (tools, tiles and layers of a placed tilemap; painting itself is SceneViewport) src/editor/inspector/ … tilemapSection (tools, tiles and layers of a placed tilemap; painting itself is SceneViewport)
src/editor/statemachine/ StateMachineEditor (header + picker, on the graph canvas) src/editor/statemachine/ StateMachineEditor (header + picker, on the graph canvas)
src/editor/particles/ ParticlesEditor (graph canvas left of a preview panel, splitter between them), src/editor/particles/ ParticlesEditor (graph canvas left of a preview panel, splitter between them),
+2 -2
@@ -12,7 +12,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
# code is lost (tail's is reported), so a red run reads as green # code is lost (tail's is reported), so a red run reads as green
npm run build # writes dist/ and regenerates index.html npm run build # writes dist/ and regenerates index.html
./build.sh # the same under `set -o pipefail`, for callers that pipe the output ./build.sh # the same under `set -o pipefail`, for callers that pipe the output
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1021 editor checks, screenshots in /tmp/gm-e2e-*.png node tools/seed-e2e.mjs && node tools/e2e.mjs # 1023 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 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 start [GM_STEPS] # the same run detached, see below
./e2e.sh status # live progress, or the last run's result ./e2e.sh status # live progress, or the last run's result
@@ -232,4 +232,4 @@ widths to find click points. The **render device is not in this repo** — `/dev
and a 1 GB `/dev/shm` come from `container.options` in the runner's own `config.yaml`, which and a 1 GB `/dev/shm` come from `container.options` in the runner's own `config.yaml`, which
applies to every job on that runner. Without them chromium falls back to llvmpipe, which gets applies to every job on that runner. Without them chromium falls back to llvmpipe, which gets
WebGL 1.0 only. Measured in the job container: `ANGLE (Intel, Vulkan 1.3.230, HD Graphics 630)`, WebGL 1.0 only. Measured in the job container: `ANGLE (Intel, Vulkan 1.3.230, HD Graphics 630)`,
WebGL 2.0, and the same 1021 checks as here. WebGL 2.0, and the same 1023 checks as here.
+4 -1
@@ -42,7 +42,10 @@ Shift-drag still pans the view, whatever the tool.
**One stroke is one undo step** — a line of twenty cells comes back with one Ctrl+Z, and a stroke **One stroke is one undo step** — a line of twenty cells comes back with one Ctrl+Z, and a stroke
painted over another tile puts *that* one back, not merely emptiness. painted over another tile puts *that* one back, not merely emptiness.
Under **TILES** stands every tile of the project; picking one reaches for the brush by Under **TILES** stands every tile of the project as a grid of pictures with its name below
(#139), so you see what you paint with. A floor or wall tile shows its lone tile — the four
convex corners, the one RPG Maker shows as well — and an animated tile its first picture. A tile
without a usable picture shows a **?** and can still be picked. Picking one reaches for the brush by
itself. Without one chosen, painting says so instead of quietly doing nothing. itself. Without one chosen, painting says so instead of quietly doing nothing.
## Layers ## Layers