Float, dock or maximize the editor's tools and map editors, play the game beside the map, create records without leaving the form, and drag NPCs and mobs onto the map.
Workspace Windows
Workspace Windows lets the editor's tools and map editors sit beside the map instead of covering it. Any tool can float as a window you move and resize, dock to the right-hand side (the map shrinks to make room), or stay maximized exactly as it opens today. It also adds:
- Play in the editor — run a Dry Run in a window beside the map.
- Map editors as an inspector — the event editor, object, biome and tileset editors,
common events, switches & variables and map properties open docked on the right, and the map stays editable while they are open.
- Create in place — database pickers get a + New … row that opens the right
Database section beside your form and picks the new record once you save it.
- Drag onto the map — drag an NPC, mob or resource node from a floating or docked
Database straight onto a tile.
It is on by default. You can switch it off for your browser in Settings.
Where to switch it#
| What | Where |
|---|---|
| Workspace windows | Settings → Editor → Workspace windows (open Settings from the Database menu) |
Set it up#
- Open any tool (Database, Assets, UI Editor…). It opens maximized, just like before.
- Use the buttons at the right of the tool switcher bar: Float, Dock right or
Maximize.
- With a tool floating or docked, open another tool from the menus: it opens beside the
first one — as another dock tab if the first is docked, as another window if it is floating — instead of replacing it. A maximized tool is still replaced, as before.
- To go back to the old behaviour, open Settings from the Database menu and, in the
Editor section, switch Workspace windows off. It applies straight away — there is no Save button and no reload.
Window controls#
| Control | What it does |
|---|---|
| Float | Turns the window into a movable, resizable window over the map. Drag its title bar to move it; drag the right edge, bottom edge or bottom-right corner to resize it. |
| Dock right | Puts the window in the right-hand dock. The map shrinks to make room. Several docked windows share the dock as tabs. |
| Maximize / Restore | Fills the editor, exactly like a tool opened before this feature. Restore puts it back where it was. Double-clicking a title bar does the same. |
| Close (✕) | Each tool and editor closes from the ✕ in its own header, as it always has. If it has unsaved changes you are asked first. |
| Dragging to the right edge | While you drag a floating window, bring the pointer to the right edge of the screen: a glowing Release to dock area appears. Let go to dock it. |
| Floating tabs | Drag a floating window by its title bar onto another floating window's title bar — it lights up with Drop to add as a tab — and let go. The two share one window as tabs; click a tab to switch. Drag a tab out of the bar to float it on its own again. Dragging the bar anywhere else moves the whole group. |
| Dock divider | Drag the handle on the left edge of the dock to make it wider or narrower. |
| Dock tabs | Click a tab to show that window. Float, Dock and Maximize for the showing window sit at the right of the tab strip. Drag a tab out of the dock to float it. A tab in the background shows a × when you hover it, to close it without switching to it. |
The editor remembers each window's position, size and whether it was floating, docked or maximized, per browser.
While a window is maximized the dock steps aside, so nothing sits on top of it; restore the window and the dock comes back as it was.
Inside a small window the editors rearrange themselves for the window's width: side-by-side columns stack, and wide tables scroll sideways or turn into one card per row.
Which window has the keyboard#
With a window floating or docked, the map keeps working:
- Click the map and the map's shortcuts (tool letters, Ctrl+Z, Delete, arrow panning…)
work as normal.
- Click inside a window and the keyboard belongs to that window: its own shortcuts and
Escape work there, and the map ignores the keys.
- Escape closes a window only when you are working in it, never while you are painting
the map.
- A maximized tool covers the map, so the map's shortcuts pause, exactly as before.
Play in the editor#
Open the Play menu (the ▾ next to Playtest in the toolbar) and choose **Play in the editor**. A Dry Run of the open map starts in a window beside the map — docked on the right the first time, and after that wherever you last left it. Use the window's own Float, **Dock right and Maximize** buttons to move it.
The game window's title bar has Reload (restart the Dry Run with your latest edits) and Open in a new tab. Click the game to control your character; click the map to go back to editing. The playtest options further down the menu still open the game in a new tab.
Map editors as an inspector#
With Workspace Windows on, these open docked on the right instead of as a centred dialog:
| Editor | How you open it |
|---|---|
| Event (core event editor) | Double-click an event, or right-click → Edit |
| Placed object (chest, door, NPC and mob markers…) | Double-click a placed object |
| Common events | Event panel → Common Events |
| Switches & variables | Event panel → Switches & Variables |
| Biomes | Tile palette → Biomes |
| Object | Objects panel → create or edit an object |
| Tileset | Tile palette → create or edit a tileset |
| Map properties / Interior properties | Map tree → Properties |
While one is docked you can keep painting and selecting on the map. Opening a different event while the event editor is showing swaps it in — unless the open event has unsaved changes, in which case the editor tells you to save or close it first. Use Maximize when an editor needs more room, or drag the dock divider wider.
Create in place#
Every database picker — the dropdowns that pick a mob, an item, an ability, an NPC and so on — gets a + New … row at the bottom of its list (for example + New mob…). If you typed a name into the picker's search first, the row says + New mob "Frost Wolf"….
- Choose + New mob…. The Mobs section of the Database opens in a floating window on
top of your form, with a note at the top saying what it is for.
- Create the mob there and save it.
- The window closes by itself and the new mob is picked in the field you came from.
This works inside the new window too: the new mob's own pickers (its loot table, say) can open another create window. Up to three can be open at once.
| Record type | Opens |
|---|---|
| Items, loot tables | Items |
| Mobs, monster parties | Mobs |
| NPCs | NPCs |
| Abilities | Abilities |
| Status effects, passives | Effects |
| Skills | Skills |
| Quests | Quests |
| Achievements, classes, recipes, resource nodes, factions, locations, common events | Their own Database sections |
Drag onto the map#
- Float or dock the Database (a maximized Database covers the map).
- Open NPCs, Mobs or Resources.
- Drag a row onto the map. The tile under the pointer highlights; let go to place it. The
placed marker already points at that NPC, mob or resource node.
Deleting something that is still in use#
A record that other records point at cannot be deleted — a mob that is still a member of a party, an item a loot table drops, a loot table a mob uses. With Workspace Windows on, instead of a bare error you get a list of everything that still uses it, grouped by where it is used, with a way to fix each one:
| Action | What it does |
|---|---|
| Clear | Removes the link from that one record (only where the link is optional). |
| Delete that row | Deletes the record that uses it. You confirm inside the dialog first. |
| Replace everywhere with… | Points every record in that group at another record of the same kind instead. |
| Remove all references | Clears every optional link in a group at once. |
Links the database already handles by itself (records that are removed or cleared automatically) are listed separately so you know what else will change. Once nothing blocks it, Delete becomes available. Your section's usual "Delete this?" question still comes first.
Covered today: mobs, monster parties, NPCs, items, loot tables, abilities, status effects, recipes, resource nodes, skills, skill categories, quests and achievements.
Gotchas#
- Per browser, not per project. The switch and the window layout are saved on this
device. Another browser or a private window starts with the feature off.
- Phones and narrow windows always show windows maximized — there is no room to float or
dock.
- One tool at a time. Database, Assets, UI Editor and the other tools still share one
window: switching tools in the switcher bar replaces the tool in that window. The game, the map editors and create-in-place windows open alongside it.
- Dry Run only. In-editor play runs the Dry Run (no game server: walk the map, no combat
or NPC behaviour). Use Playtest for full gameplay; it opens in a new tab.
- Desktop app version. In-editor play needs an up-to-date desktop app. An older one opens
the Dry Run in its own window instead and says so.
- Map edits reach the game on Reload. The Dry Run starts from a snapshot of the map;
press Reload in the game window to see new edits.
- The new record is picked when it appears in the list. Create-in-place watches the
picker's list for a record that was not there when the window opened. If you save several new records in that window, the last one is picked.
- Wide editors in a narrow dock. Some editors were designed for a full screen. If one
feels cramped, widen the dock or maximize it.
- Fixes from the delete list are saved straight away and reach a running game server the
next time you publish, like any other edit. Bulk deletes (several selected rows) still show the plain error when something is in use; delete those one at a time to get the list.
- There is no game feature flag — this is a personal editor setting, and it never changes what
your players see.