Shortcuts & small features

The editor's small affordances save the most time and are the easiest to never discover. This page is the reminder; the editor guide is the explanation.

Keyboard

Keys Does
Cmd/Ctrl+K Command palette — fuzzy-jump to any entity (by name, id, or title) or run an action (Create new <Type>, Open Reports). Works even while a text field is focused. / move, Enter opens, Esc closes
Cmd/Ctrl+Z Undo last save (up to 100 per session; in-memory, clears on reload)
Shift+Cmd/Ctrl+Z / Ctrl+Y Redo
Alt+← / Alt+→ Navigation history — back/forward through what you were viewing, like a browser
Cmd/Ctrl+[ / Cmd/Ctrl+] Same, in the Xcode / VS Code "Go Back" convention
Delete (edge selected) Remove a canvas connection
/ on a panel divider Resize the focused side panel (Shift = bigger steps, Home = reset)
Enter in the + New sheet Create the entity

Two histories, worth keeping straight: undo/redo replays saves (your data); back/forward replays selection (your view). Canvas node drags are in neither — layout writes straight to a gitignored sidecar.

Canvas

Affordance Where / what
Graph · Text toggle Edit the same scene as a node graph or as an editable script — lossless round-trip either way
Node densityCompact · Card · Script One-line skeleton view ↔ ~4-line cards ↔ full untruncated script with speaker badges. Remembered across sessions
Auto layout Re-run the left-to-right dagre arrangement; your hand-placed nodes otherwise keep their positions
Map Toggle the minimap per canvas (dialogue, quest, dependency graph, location map are remembered separately)
Continue handle A node with no choices grows a single handle — drag it to set next, the choiceless advance
Two-dot check handles Active-check choices have green (success) and red (failure) source handles — one drag each
Set as Start Any node can become the dialogue's entry point (inspector)
Pacing panel Click empty canvas: scene size, branch shape, dead ends, longest path, check/gate density
⇪ Share build Export the scene as one self-contained playable HTML file

Forms & lists

Affordance Where / what
+ New flag "…" inline In any flag/counter/item picker, type a name that doesn't exist and create it in place — no trip to Variables
JSON / Edit toggle Raw syntax-colored JSON view of any entity, with its validation issues listed below; your default view choice persists
Lore button Entities with a loreRef get an inline Markdown viewer of the canon doc
Flow panel On a variable or item: every writer and reader of it, each row clickable
Group by (characters) Group the list by faction, archetype, or has-dialogue
Status badges Character rows show has dialogue / no dialogue at a glance
Breadcrumb Type › entityId in the header — click the type to jump to its list
Probability bar On active checks: P(success) previewed at any stat value
Word / character counts Live, on every prose field

Play panel

Affordance What
Start at Begin a session at any node — fast-forward past ten choices
↩ rewind here On any past transcript step
⟳ Reroll Re-run the last check with seed+1 — flip a pass to a fail
force ✓ / ✗ Take either check branch regardless of dice
🎲 Randomize the seed before a session
Blank text-variable box Means unset — the transcript shows the raw {placeholder}, exactly as in-game

Layout & chrome

Affordance What
« / » Collapse the whole entity panel (sidebar + list) to a 32px rail — maximum canvas
Drag / double-click panel edges Resize the inspector and Play panel; double-click resets
Text Size 90–150% Scales all text (not layout) — next to Undo/Redo
Validation ▸ The bar stays collapsed to a live status row until clicked; chips filter by check code
Reports (sidebar footer) Total issue count, red for errors, yellow for warnings

All of these view choices persist locally and are never written to the project — the full list of what persists where is in the configuration reference.