Working on fishy facts offline today. Copied TODOs from 20260603202251, 202606060020, and 20260606072010 TODO: Director could use a stack to keep track of which scene to return to Add a way to "pin" tiles so they cannot be moved and/or rotated by the player More efficient import/export string for puzzles (maybe base64 encoding?) Change control icons based on mode state Return to selection mode when menu is opened Create UI theme to use throughout editor Change 3D cursor to show the entire placement area for the current shape instead of only the current cell Change the 3D cursor appearance when placement is invalid Render held shape transparent so we can see under it Implement HFlip and VFlip for Shape mode Implement HFlip and VFlip for Tile mode Draw shapes we are not currently editing in a different way in shape mode Draw shapes we are not currently editing in a different way in tile mode Add a way to regroup tiles into a new shape Add preview for path that is about to be placed Restrict path placement to valid locations Change camera size based on bounds Show invalid placement icon Show icons on leaks Remember selected puzzle in selection Use different shapes for each color Show which colors are completed Remove border restriction Actually, I think it's better if we use the puzzle size not as a gameplay mechanic, but as a constraint on the size of the camera, which changes how much area you see on the screen at once and as a way to prevent placing tiles offscreen. Add size scoring system Update puzzles: Make pool 6 require translation Change "extra" puzzle to teach extra tile mechanic better Add puzzle that teaches extra path mechanic Make underpass require the underpass tile Add back the ability to swap Add some way to remember a chain of swaps Don't treat a puzzle as solved if a piece is being held Hide exit button in web build