From 4a749c20a049fd473556bbf82346a33e3bc8dfb0 Mon Sep 17 00:00:00 2001 From: Jamie Wells Date: Mon, 12 Oct 2026 21:01:35 +0000 Subject: [PATCH] Document Explorer asset refresh and destination collision handling --- content/editor/explorer.md | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/content/editor/explorer.md b/content/editor/explorer.md index 3b5580e..abefcc3 100644 --- a/content/editor/explorer.md +++ b/content/editor/explorer.md @@ -21,9 +21,11 @@ Hovering over a row does not start a move. Press and hold the primary mouse butt Click a file or folder name once to edit it inline. The field appears after the short double-click window so double-click can still open a file. Press **Enter** or click elsewhere to save; **Escape** cancels. Use a single filename, including its extension. Empty names, path separators and existing names are rejected; Console explains the failure. -Right-click an item, or use a two-finger trackpad click, for **Copy**, **Cut**, **Paste** and **Delete**. Copy/Cut stores an item in the editor clipboard; Paste on a folder uses that folder, and Paste on a file uses its containing folder. Right-click empty tree space for **Paste at Project Root**. Copies get a numbered name when needed. Cut leaves the source in place until a successful Paste. Delete moves the entry into `.rustic/trash//`; recover it with your operating system's file manager. Scene Undo does not undo filesystem actions. +Right-click an item, or use a two-finger trackpad click, for **Copy**, **Cut**, **Paste** and **Delete**. Copy/Cut stores an item in the editor clipboard; Paste on a folder uses that folder, and Paste on a file uses its containing folder. Right-click empty tree space for **Paste at Project Root**. Copies get a numbered name when needed. Cut leaves the source in place until a successful Paste. Delete moves the entry into `.rustic/trash//`; recover it with your operating system's file manager. The engine-owned `.rustic` directory is hidden from Explorer, including generated files and recovery trash. Scene Undo does not undo filesystem actions. -These controls require a writable project and stopped Play. Moves and renames keep a file's `.rmeta` sidecar alongside it. Copies omit `.rmeta` so a new asset identity can be assigned on import or script registration. **Manifest paths, scene references and companion-file links are not rewritten.** Update affected references before Play; copied scripts must be registered using the script scope commands. A folder copy does not rewrite references within its files. Operations reject traversal, symbolic links, missing destinations, move collisions and moving/copying a folder into itself. +These controls require a writable project and stopped Play. Moves and renames keep a file's `.rmeta` sidecar alongside it. Copies omit `.rmeta` so a new asset identity can be assigned on import or script registration. **Manifest paths, scene references and companion-file links are not rewritten.** Update affected references before Play; copied scripts must be registered using the script scope commands. A folder copy does not rewrite references within its files. Operations reject traversal, symbolic links, missing destinations, move collisions and moving/copying a folder into itself. A dangling destination symlink or an existing destination `.rmeta` also blocks a move or rename, even when the source has no metadata; inspect the destination with your file manager and resolve the conflict before retrying. Do not reuse orphaned metadata for an unrelated asset. + +Successful Explorer file operations reload imported models and refresh the viewport. Moving or renaming a model to another supported model extension preserves its Asset ID through the sidecar. Deleting a model or changing its extension to an unsupported one removes its cached geometry from rendering and picking; the scene object remains with its unresolved asset reference. Restore the source and sidecar to a supported path, then restart the editor or perform another Explorer file operation to reload it. World/Local space applies to scene transforms: switch to **Project → Scene**, right-click the object and choose **Use World Space** or **Use Local Space**. This changes the active transform gizmo axes without changing the object's transform.