Refine dark editor and launcher interface
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This commit is contained in:
Emil
2026-09-23 21:42:48 +03:00
parent 4cc58d8c59
commit e2c887dc1f
15 changed files with 494 additions and 175 deletions
+11 -5
View File
@@ -97,15 +97,16 @@ Read the fresh value and retry; the stale edit does not silently replace the new
## Refresh C++ metadata
**Build C++ !** and the status message indicate stale gameplay metadata, for example
after changing gameplay sources or after a failed build. Choose **Build C++**, then
check **Jobs** and **Console**. A successful build and schema export refresh the
Inspector. A failed build retains the previous metadata and reports the failure.
The status message indicates stale gameplay metadata, for example after changing
gameplay sources or after a failed build. Hover over **Build** for details, then
choose **Build** and check **Jobs** and **Console**. A successful build and schema
export refresh the Inspector. A failed build retains the previous metadata and
reports the failure.
A missing schema or unsupported component version appears as read-only raw fields
with **Copy raw fields**. Restore a missing module to make its schema available.
For an older component, declare [data migration rules](../scripting/api.md#editor-data-migrations),
choose **Build C++**, then **Migrate to v…** in the Inspector. This is one undoable
choose **Build**, then **Migrate to v…** in the Inspector. This is one undoable
authoring edit; save explicitly afterward. Inherited components show **Open source
to migrate** instead. Top-level local additions migrate in their owning instance.
Missing rules or conversion errors preserve the data and appear in Console.
@@ -151,6 +152,11 @@ messages and diagnostics. **Jobs** shows build/import/export progress and cancel
drag panel dividers to resize the Scene, Inspector, and bottom areas. These choices
are stored per project in `.faset/editor-layout.json`.
File rows put the filename before its directory; hover to see the full project-relative
path. Long generated hexadecimal filenames are shortened in the list, while the
path and underlying asset identity remain intact. The search field filters by the
full project-relative path.
The current layout supports these panel sizes and bottom-tab ordering. It does not
provide floating panels or multiple Editor windows. Theme and base layout JSON live
in the engine's `assets/ui/dark.json` and `assets/ui/editor-layout.json`. The Editor