123 lines
6.2 KiB
Markdown
123 lines
6.2 KiB
Markdown
# Selecting and transforming
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Almost every edit starts with a selection: click something, then move it with the gizmo, change
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it in the Inspector or use a command from the menus.
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## Selecting
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| Input | Result |
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|---|---|
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| Click | select the item under the mouse pointer |
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| **Shift+click** | add to the selection |
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| **Ctrl+click** | toggle (add or remove) |
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| Drag in empty space | box selection (with **Shift** it adds, with **Ctrl** it removes) |
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| Double-click | select and frame |
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| Click in empty space | clear the selection |
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| **Ctrl+A** / **Ctrl+Shift+A** | select all visible items / select none |
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| **Shift+S** | **Select similar**: all objects of the same type, or all tiles with the same model |
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The **Select** tool (**Q**) only selects. The transform tools below select the same way and
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additionally show a gizmo. You can also select in the [Outliner](03-editor-window.md#outliner),
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which reaches items that are hard to click (hidden, locked or far away).
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## Hiding and locking
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* **H** hides the selection in the viewport, **Alt+H** shows everything again.
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* **L** locks the selection: locked items are drawn but cannot be clicked in the viewport –
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useful for a floor you keep hitting by accident. Unlock them from the Outliner's context menu.
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Hiding and locking only affect the editor. Hidden items are still part of the level and the
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game shows them.
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To leave something out of the built level without deleting it:
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* **Tiles:** tick **Exclude from build** (group *Build*) in the Inspector. The tile stays in the
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project and in the viewport; the Outliner shows it in italics with *not built*.
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* **Brushes:** untick **Enabled** in the Inspector.
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## Move, rotate and scale
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| Tool | Key | Use |
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|---|---|---|
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| **Move** | **W** | drag the gizmo's arrows (one axis) or squares (a plane); or drag an object straight over the ground |
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| **Rotate** | **E** | the green ring turns everything about the vertical axis; the red and blue rings turn **brushes** freely in 3D |
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| **Scale** | **R** | brushes only: drag an axis or the centre; the brush changes its own sizes (width, depth, height, radius …) |
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* **X** switches the gizmo between **World** axes and the item's own **Local** axes (also the
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**World / Local** button in the options bar).
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* Several selected items move and turn together, about the centre of the selection.
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* While you drag, the status bar shows how far (in cells) or by how many degrees the selection
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has moved, and the snap step in use.
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* A drag is one undo step. **Esc** during a drag cancels it.
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* Waypoints move along when you move their object; a checkpoint's respawn point turns with it.
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> **Engine limit:** Tiles and objects only turn about the vertical axis, and only brushes can be
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> scaled. The status bar tells you when part of the selection cannot follow.
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Brushes also have handles for resizing, quarter turns and mirroring – see
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[Building geometry](06-geometry.md#rotating-scaling-and-mirroring). **Geometry → Align** and
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**Array duplicate…** arrange several items.
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## Snapping
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**Snap** in the options bar (**G**) snaps moves to the **move step** and rotations to the
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**angle step**:
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| Setting | Values |
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|---|---|
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| Move step | 1, 0.5, 0.25, 0.125 or 1/16 cell |
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| Angle step | 90°, 45°, 15°, 5° or 1° |
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Hold **Ctrl** while dragging to invert snapping for that drag. **Geometry → Grid & snapping…**
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sets any step you like and switches the grid display ([Grid and snapping](06-geometry.md#grid-and-snapping)).
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## The Inspector
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The Inspector shows what is selected and lets you change it.
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* The **header** names the selection (kind, name, id) and has a button to frame it. With several
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items of one kind selected you edit their **common properties**; values that differ show "—".
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Items of different kinds have no common properties.
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* **Sections** of tools and plugins come first – for example **Brush shape**, **Object
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parameters**, **Waypoint chain**, **Environment zone**, **Light**, **Tile**. The section of the
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active tool (for example **Brush tool**) is at the very top.
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* Below them are the **property groups** (Transform, Position, …). Click a group header to fold
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it; the editor remembers which groups you folded. The group **Raw** (data whose meaning is not
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known) and, for objects, **Type details** (the engine data of the object type, such as its code
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offset and slots) are folded at first.
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* The **?** button on every section header opens the matching chapter of this manual.
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### Editing values
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* **Number fields** accept small calculations such as `1.5`, `2+0.25` or `-3*2`. Press **Enter**
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to apply.
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* **Drag a number's label** left or right to change the value (**Shift** = fine, **Ctrl** =
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coarse). The whole drag is one undo step.
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* Positions are in cells, angles in degrees, colours open a colour picker.
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* **References** to other items (an object's waypoint chain, a tile's model) have a button to
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select the referenced item and one to choose another from a list.
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* For objects, **Object type** changes what the object is – the type fields and parameters of the
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new type are taken from the base level.
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## Duplicating, copying and deleting
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| Command | Key | Notes |
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|---|---|---|
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| **Duplicate** | **Ctrl+D** | a copy one cell east; objects keep their waypoint chains |
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| **Copy** / **Cut** / **Paste** | **Ctrl+C** / **Ctrl+X** / **Ctrl+V** | within the editor window; each paste is offset a little |
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| **Copy objects (for other levels)** | **Ctrl+Shift+C** | objects with waypoints and brushes to the system clipboard; **Ctrl+Shift+V** pastes them into any level ([Objects](09-objects.md#copy-objects-between-levels)) |
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| **Delete** | **Delete** | removes the selection; deleting waypoints relinks the chain |
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| **Array duplicate…** | **Ctrl+Shift+D** | many copies with an offset and turn each ([Array duplicate](06-geometry.md#array-duplicate)) |
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## Undo and history
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Every change can be undone: **Ctrl+Z** undoes, **Ctrl+Y** (or **Ctrl+Shift+Z**) redoes. The
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**Edit** menu names the step that will be undone. **Edit → History** opens the **History**
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panel with all steps of the session – click an entry to jump back to that state.
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