Describe render targets drawn only when what they show changed, and steps 26 and 27 built
Render Targets: the :prepare function, prepare-viewport, the version and drawing a target before what shows it. 2D Drawing: prepare-canvases. Painters: prepare-painter's second value. Widgets and Scene Tree: containers and windowless roots drawn only when they change. Projects: a game's own libraries, as cl-astar, and that the pyssel program does not find them yet. Status: steps 26 and 27 built.
A new page, The File System Dock, linked from Home and the sidebar:
its tree, filter, sort, favorites and folder colours; Godot's menu and
keys; moving, copying and renaming with the files that refer to them
and the game's system following; deleting to the system's trash;
making folders, scenes, scripts, resources and text files; split mode
with previews; other programs; and what the editor's layout keeps.
The Editor links it and names its settings and keys; Projects describes
folder colours; Resources the functions that follow files moved and
deleted; Render Targets read-render-target; Engines frame and input
functions removed at once; Widgets and Popups, Menus and Dialogs the
toolkit's icons on menu items, thumbnails in item lists, trees' cell
backgrounds and forced editing, and line edits' clear button and right
icon; Status step 24.
pyssel's README held the engine's manual, 2,482 lines of it. It is here
now, a page for each part: getting started, the engine's core, drawing,
scenes, the user interface, and games and the editor, linked from Home
and the sidebar. The examples keep a game's state in its nodes and
resources, finding a form's or a layout's parts by their paths and
connecting signals to functions given the node, and one variable each
for what they start, the REPL's way in. They follow the code as it is
today: exact colour types, the property metaclass's checks of initargs,
a theme's change reaching its session's trees, BUTTON-PRESSED,
VIEWPORT-FULLSCREEN and PROJECT-FAVORITE.