Refine dark editor and launcher interface
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# Editor visual direction — 2026-09-23
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Generated with the built-in image generation tool before changing the native editor UI. This is a visual reference, not a working Faset screenshot or a feature specification. The generated scene, icons, asset columns, FPS counter, tag/layer controls and viewport shading are illustrative. The implemented controls must reflect real Faset behavior.
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## Implemented native UI
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These are Vulkan captures from the Linux UI integration tests after the redesign. Their test project data and viewport contents are examples; the interaction model is defined by the native UI and editor code.
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## Design brief
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- A quiet graphics workbench: the rendered scene is the focal point; tool chrome recedes.
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- Near-black neutral surfaces: background `#141414`, panels `#1c1c1d`, raised controls `#272729`, hairline borders `#3a3a3d`.
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- Light text `#e0e0e2`, secondary text `#9a9a9f`, restrained lavender `#a8a0c2` for focus, selection and the primary Play action.
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- Keep Noto Sans for the native editor's single-font Unicode pipeline; use size and spacing for hierarchy. Compact 14 px controls and 28 px rows.
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- Retain the real Scene / viewport / Inspector / bottom dock layout, stable widget IDs, keyboard focus, editor commands and MCP parity. Use no raster screenshot as an interactive background.
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- Make secondary actions quiet; keep explicit input fields and modal actions legible. Show file names first and preserve full asset paths in tooltips. Keep import freshness visible at the start of imported asset rows.
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The generated prototype was requested with the current editor's real regions and actions, a simple greybox scene and flat retained-mode controls. The visual hierarchy, palette and density are the reference; the repository's UI code and authoring contract determine functionality.
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