
Quote from: WillLem on April 03, 2026, 11:07:24 PMAdded menu item and customisable hotkey (Ctrl + F2 by default) for Show/Hide Steel.Great news, can't wait for the full release!
Implemented in SLXEditor commit 9ea1149.
Quote from: WillLem on April 03, 2026, 11:07:24 PMI've also fixed a bug with this: the hotkey would only work if there was no currently-selected piece under the cursor. This has now been fixed, so the hotkey will always cause the selection to re-trigger.So that's why it was inconsistent! Great catch and awesome news!
Fixed in SLXEditor commit 83d622d.
Quote from: WillLem on April 03, 2026, 11:07:24 PMA hotkey to rotate through the pile is all that's needed, then. This has also been added: holding Shift whilst clicking LMB cycles selection through all pieces within 16px of the cursor (from lowest-highest).This is gonna be so useful
Implemented in SLXEditor commit 8a1ce87
Quote from: WillLem on April 03, 2026, 11:07:24 PMAh, OK! In that case I've added this one to the to-do list. This one will likely take a bit longer, I'll post progress updates into this topic.Thank you so much for getting into this, everyone will benefit from this.
Quote from: WillLem on April 03, 2026, 11:07:24 PMSelecting the piece from within the proposed asset list should be sufficient here. Showing each individual piece as its own "layer" could be done, but let's see if we need it first. That might be a good next step once the asset list (which I'll probably call the 'Pieces List' to keep it consistent with existing UI) is complete and working.You're the owner/designer/coder, I'm sure whichever path you choose to take from here will be the most suiting one.
Quote from: WillLem on April 03, 2026, 11:07:24 PMThat's good to know, thanks for reporting back on this!My pleasure!
Quote from: Proxima on April 04, 2026, 04:46:47 PMI am completely against changing levels just to make 100% possible. That you can't save 100% on every level has always been part of the game. "Betcha can't save" is designed so that saving even one is difficult, and that shouldn't be messed with.
Quote from: roltemurto on April 04, 2026, 07:42:07 PMQuote from: WillLem on April 03, 2026, 11:07:24 PMGood shout. I'll add Show/Hide Steel in the next update for sure.Such a relief to hear this is possible. Thank you.
Quote from: roltemurto on April 04, 2026, 07:42:07 PM"Grab lowest" toggle would certainly be useful I think.
Quote from: roltemurto on April 04, 2026, 07:42:07 PMAn "asset list" was exactly what I was trying to describe.
Quote from: roltemurto on April 04, 2026, 07:42:07 PMAt this point I'm not sure if show/hide option next to the layer counts as changing the layer system, but if that can also work, that would be a perfect UI in my humble opinion.
Quote from: roltemurto on April 04, 2026, 07:42:07 PMRest assured, the message bar pops up as intended, I haven't tried the buttons so I can't speak for sure for it's functions, but don't worry the bar and the message is there.

Black Hole 18 Lemming Mayhem - changed fall distance to default of 126Quote from: WillLem on April 03, 2026, 11:07:24 PMThe "select pieces below" hotkey (Alt + LMB by default) does work some of the time, but becomes difficult or impossible to use properly when there are multiple overlaying pieces.I must admit I may have mixed ALT with CTRL, so I may have not fully utilized this properly but as you mentioned, when multiple pieces collide on top of each other this option unfortunately is not enough to solve it.
Quote from: WillLem on April 03, 2026, 11:07:24 PMGood shout. I'll add Show/Hide Steel in the next update for sure.Such a relief to hear this is possible. Thank you.
Quote from: WillLem on April 03, 2026, 11:07:24 PM...not trivial to implement by any means, and still doesn't always guarantee selectability...As you point out, it is of small importance and doesn't solve every selection problem. But an outline of the exact piece could be a great helper.
Quote from: WillLem on April 03, 2026, 11:07:24 PM'Grab lowest' and 'grab highest' could also be done."Grab lowest" toggle would certainly be useful I think.
Quote from: WillLem on April 03, 2026, 11:07:24 PM...It just about works for image editing...An "asset list" was exactly what I was trying to describe. Yes I was thinking of image editor UI's but I haven't even thought about changing the rendering frame work etc.
...
...Conversely, the "asset list" you've hinted at is an interesting idea that could work perfectly alongside what's already there. We could have a pop-up list (which can be closed or opened at any time) which simply lists every piece active in the level, in index order and with details such as location, render layer, whether it's an eraser piece, etc. Clicking a piece on the list could then select it in the level arranger (and vice versa). This could work, for sure, and would be much simpler to implement and maintain than a layers system. "Move Up", "Move Down" and "Delete" buttons could also be added for convenience.
Quote from: WillLem on April 03, 2026, 11:07:24 PMNot so. Missing pieces can be deleted by simply opening a level that contains missing pieces; the Editor will identify them, and they can then be deleted by choosing "Delete Missing Pieces" from the status bar menu. If you're not seeing the status bar message when you open a level with missing pieces, then this could be a bug.
Quote from: WillLem on April 03, 2026, 11:07:24 PMAbsolutely, and it's something that I too struggle with now and again. You've given me a nudge to finally do something about it!I am so glad that we are on the same page. Sometimes it takes a second person to point out the issues we delay in things.