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Keyboard & pointer

Pixploder has one navigation model that is the same on every canvas, and one rule that makes it work: a plain left-drag always belongs to the step's own tool — draw a box, paint a mask, move a sprite — so moving the view lives on the middle button, the right button, or Alt held with the left. Learn that once and every step handles the same. Everything else on this page is per-surface, and the tables below say exactly which surface each gesture belongs to.

Costs. Nothing on this page spends credits. Zooming, panning, selecting, nudging, painting a mask or a zone, undoing, comparing against the original — all free. Credits go out only when you press an AI button, and each step's guide marks which ones those are. See Credits & plans.

Everywhere — zoom, pan and the stepper

Once a picture is on screen, every step draws it inside the same zoomable viewport, and every one of them answers the same four gestures. Zoom is anchored to the cursor: the image pixel under the pointer stays exactly where it is as you scroll, so aim before you wheel.

ActionKey or gestureWhere
Zoom in or out at the cursorScroll wheelAny step's canvas — clamped 0.5×–10×, about 1.15× per notch in and 0.87× out
Pan the viewMiddle-button dragAny step's canvas, letterbox included; the browser's middle-click autoscroll is suppressed
Pan the viewRight-button dragAny step's canvas; the context menu is held back for the drag, and a motionless right-click keeps its menu where the platform fires it on release
Pan the viewAlt + left-dragAny step's canvas — the trackpad- and pen-friendly stand-in for the middle button
Reset zoom and panClick the {NN}% chipThe canvas toolbar on every step
Jump to any stepClick a stepper nodeThe N. Label pills under the header — every node past Step 1 except Step 4 is disabled until an image is loaded

A press that lands in a text field is never a pan, so right-clicking inside an open rename box gives you the native edit menu instead of dragging the view. Step 1 · Source Art has no zoom until an image is loaded — the upload box is a plain drop target, and dragging a PNG, JPG or layered PSD onto it is the same as clicking it.

The {NN}% chip is titled Reset zoom on most steps, and three surfaces name themselves differently because they reset something extra:

  • On Step 5 · Finish Sprites there are two independent zoom states. The scene and the packed-sheet preview share one; the solo single-version preview keeps its own, and the chip's tooltip changes to Reset the preview's zoom while solo is up.
  • On Step 7 · Final Polish the chip reads Reset zoom & pan — back to the fitted view, and it is joined by a Fit / 100% pair. Fit shows the whole scene as large as the panel allows; 100% scales to one output pixel per screen pixel.
  • On Step 8 · Preview & Export's 3D board the chip reads Reset the view — zoom, pan and rotation, because the board has no other way back to its starting angles.

Several steps print the model right on the canvas. Step 3's line reads Scroll to zoom · middle-drag, right-drag or Alt+drag to pan., and Step 5's Fill zones toolbar ends with · wheel = zoom · middle/right/Alt-drag = pan · Ctrl+Z = undo.

Step 3 prints the shared navigation model on the canvas, above the boxes it applies to.
Step 3 prints the shared navigation model on the canvas, above the boxes it applies to.

Tip. Because zoom follows the cursor, aim before you scroll — wheel out where you are, then wheel back in on the next spot. One click on the % chip puts you back at 1:1.

Step 2 · Extend Canvas

ActionKey or gestureWhere
Extend or crop the canvasLeft-drag a handleEight handles ring the frame: four corners and four edge midpoints. Outward extends, inward crops
Snap the margin to 16 pxHold Shift while draggingAny of the eight handles — a plain drag is 1 px precise
Type a margin insteadClick a per-side number fieldThe four inputs in the Canvas size — px per side grid on the right panel, ringed around the anchor pad

The line under the canvas repeats it: drag outward to extend · inward to crop · Shift snaps to 16 px · magenta = the area AI paints · wheel zooms · middle-drag, right-drag or Alt+drag pans. See Step 2 · Extend Canvas.

Step 3 · Find & Cut

The canvas hint spells the selection model out in full: Clicking cycles overlapping boxes (smallest first); Ctrl-click adds one to a multi-selection; hover a box to preview its mask or delete it. See Step 3 · Find & Cut for what the controls those gestures reach actually do.

ActionKey or gestureWhere
Select a box, then cycle through what overlaps itLeft-clickThe canvas — real-pixel hits first, smallest box first, then boxes with no pixels to test yet; one click past the last one deselects
Clear the selection and any tag focusLeft-click empty artwork, or the dark letterboxThe canvas
Add or remove an element in the amber multi-selectionCtrl / Cmd + clickAnywhere on the artwork, or a row in FOUND ELEMENTS — canvas and panel are mirrored
Preview an element's mask over a dimmed sceneHoverA box, or a row in FOUND ELEMENTS
Delete a box and its elementClick the × that appears on hoverThe box's top-right corner — undoable with Ctrl/Cmd+Z
Open the inline name ribbonDouble-click a boxThe canvas
Rename, edit the mask, or find the rowClick the pill under the selected box{name} · pencil · Edit mask · Show in list; the pill flips above the box near the bottom of the scene
Move an unmasked prompt boxLeft-drag its bodyOnly while that box is the selected one and still has no mask
Resize a boxLeft-drag a corner circleAn unmasked box moves live; a masked element re-cuts its crop from the original on release. The circles go dim while the element is showing an AI variant
Draw a new elementLeft-drag on the artwork with New element armedReleasing opens the Edit mask workspace in new-element mode
Disarm New elementEscStep 3, while the mode is armed
Undo the last list operationCtrl / Cmd + ZStep 3 — the same thing as the undo arrow in the FOUND ELEMENTS header, whose tooltip names the step it would undo
Select a row, or deselect the one already selectedClick a rowFOUND ELEMENTS
Expand or collapse a groupClick the chevronA group row in FOUND ELEMENTSShow the group's members / Collapse members
Collapse or expand a whole categoryClick its headingThe uppercase tag headings in FOUND ELEMENTS
Highlight a tag's elements over a dimmed sceneClick a tag chipThe tag rack; Ctrl/Cmd-click lights up several, and clicking the only lit one clears it. It highlights — it does not change the selection

Step 3's Ctrl/Cmd+Z is deliberately narrow. It stands down while anything modal is on top of it — the Edit mask workspace most of all, since that dialog keeps its own undo for the mask it is painting — and while the caret is in a text field, so the browser's own undo still works inside a rename. There is no redo, and the history is cleared when you leave the step.

Dragging rows in FOUND ELEMENTS

Rows are draggable, and every drop shows a hint before you let go.

ActionKey or gestureWhere
Move an element into a groupDrop a row onto the group row, or onto the indented rail beside its membersThe folder lights up and opens
Re-tag an element into another categoryDrop a row onto a category header, onto a row filed under it, or beside those rowsThe header and its rows light up together
Reorder two rows at the same levelDrop on a row's thin top or bottom edgeAn indigo bar shows which side
Lift a row out of its groupDrop on the list's empty spaceThe element keeps its tag
Drag the whole multi-selectionDrag any row that is part of itThe Ctrl-built set travels together

Step 4 · Rebuild Backplate

The step prints its own line: Scroll to zoom · middle-drag, right-drag or Alt+drag to pan · Ctrl+Z undoes the last change.

ActionKey or gestureWhere
Paint or erase the hole maskLeft-drag on the canvasStage ①, with Brush or Eraser picked; painting with the holes showing arms the stage by itself
Paint the touch-up regionLeft-drag on the canvasStage ②, once a take is on screen — the amber area the next fix replaces
Set the brush sizePick from the Brush size menuThe canvas toolbar — a fixed ladder from 1 px to 50 px; a ring of that size follows the cursor while you paint
Undo one destructive editCtrl / Cmd + ZStep 4 — the same thing as the Undo chip, whose tooltip names what is next in line
Use a take as the backdropClick its thumbnailTAKES — CLICK TO USE · CLICK THE ACTIVE ONE TO PEEK THE HOLES
Peek the original under the take in useClick the take that is already in useView only; the thumbnail turns dashed
Stop peeking and show the take againEscStep 4, while a take is on screen
Rename a background layer or touch-upDouble-click its nameThe layer rows on the right rail

Step 4's undo follows the same rule as Step 3's: step-scoped, nothing modal on top, text fields excluded, no redo, and the history is cleared when you leave the step. A generation arriving is never in it.

Step 5 · Finish Sprites

Step 5 has one section, Rebuild sprites, and its sprites move through three shelves — QUEUED, RESULTS, APPROVED. Two gestures share the scene boxes: a short press selects a sprite, and a press that travels more than about 4 px moves it instead.

The scene

ActionKey or gestureWhere
Select a sprite and open its versionsLeft-click a spriteThe scene — the rail scrolls its tile into view and rings it
Move a spriteLeft-drag a sprite past ~4 pxThe scene; the rail is deliberately left alone mid-drag
Scale a sprite proportionally about the opposite cornerLeft-drag a corner dotThe four dots show only while exactly one sprite is selected
Reset a sprite to its natural geometryDouble-click itThe scene — the same thing as Reset in the readout
Nudge the selected sprite 1 source pixelArrow keysStep 5, one sprite selected, with Compare off and Hold not down
Nudge it 10 source pixelsShift + arrow keysSame
Add a sprite to the multi-selectionCtrl / Cmd + clickThe scene or a rail tile; the plain selection seeds the set
Deselect everythingEsc, or click the artwork between the boxesStep 5
Toggle the state tint over every spriteClick the States checkboxThe canvas toolbar, while the scene is the surface on screen — it is not offered over the packed sheet or the solo preview

With one sprite selected, a readout floats at the bottom of the viewport: the sprite's name, how far it now sits from its original cut-out box as Δ 0, 0px, its width against that box as scale 100%, a Reset button, the Snap split-button, and the reminder drag = move · corners = scale · arrows = nudge (Shift ×10) · dbl-click = reset. Select two or more and it becomes the set's readout instead — {N} sprites, Reset all, Snap {N}, and the bulk Edge and Match chips described in Sprite repair.

One selected sprite: four corner dots to scale it, an action pill under the box, and a readout naming every gesture the box answers.
One selected sprite: four corner dots to scale it, an action pill under the box, and a readout naming every gesture the box answers.

Tip. Rough a sprite in with a drag, then place it exactly with the arrow keys — 1 source pixel a press, 10 with Shift held.

The rail, the tiles and the version row

ActionKey or gestureWhere
Select a sprite and open its versionsClick a tileThe Rebuild sprites rail; clicking the same tile again closes the row
Approve a result, or un-approve itClick the tile's cornerEvery tile; it swallows the click, so the versions do not open
Queue a sprite for another tryClick the tile's cornerA result or an approved tile; already-queued tiles do not react
Open zone painting for that spriteClick the tile's 🖌 cornerQueued tiles
Send that sprite's zone as a real maskClick the tile's cornerQueued tiles, and dim until the sprite has a zone — Draw Fill zones first — the mask is derived from them. The same switch as Mask on the scene pill
Pick a queued sprite into this run, or drop itClick the tile, or its cornerOnly while hand-pick's Pick mode is armed; versions still open from the other two shelves. See Calls & sheets
Build a bulk-reuse selectionCtrl / Cmd + click tilesAt two or more, a row splices in under the last tile: {N} selected, ⧉ Use one result for all {N}…, ✕ clear; a plain click then just clears the set
Apply a version to the sceneClick its thumbnailThe version row — the left column stays on the whole scene, unless that sprite is already solo, when the solo steps to the version instead
Show one version alone, big and zoomableClick the S badge in a thumbnail's cornerThe badge lights cyan; pressing it again gives the scene back
Open the repair window on the shown versionClick the 🔧 badgeThe version row, and Retouch on the scene pill
Leave the solo viewClick ◀ SceneThe solo header — the same as pressing the lit S badge
Close the version rowClick its Nothing else changes; Esc closes it too, but it drops the selection with it

The row header names three of those itself: Versions of {name} · click to APPLY · Ⓢ solo, again for the scene · 🔧 retouch.

The packed sheet, fill zones and the completion frame

ActionKey or gestureWhere
Pick a sprite's version from the sheetClick that sprite's cellA packed view that has results to judge; cells the run returned nothing for do not react
Paint where the AI may drawLeft-drag inside a cellWith Fill zones on; a stroke stays inside the cell it started in
Erase part of a zoneClick Eraser, then left-dragThe Fill zones toolbar
Set the zone brushDrag the Brush slider2–64 px, in the sprite's own pixels
Undo one stroke or one clearCtrl / Cmd + Z, or the Undo chipOnly while the brush is up; a clear of eight cells comes back in one step
Empty the cell you last touchedClick Clear cellThe Fill zones toolbar
Empty every cell on the sheetClick Clear all zonesOffered only when the sheet holds more than one sprite
Move the sprite inside its cellLeft-drag the padThe completion frame; the gap it leaves on each side is the room the AI may rebuild into
Leave the sheet viewClick ◀ BackThe header pill

The Calls panel

Opened with the eye button beside Generate, whose tooltip starts Calls — how the {N} queued calls pack, which run, drag a sprite to another.

ActionKey or gestureWhere
Re-pack a sprite into another callLeft-drag its name chip onto that call's cardThe Calls panel; the card lights up when it will take the sprite and turns amber with the reason when it will not
Give a sprite a call of its ownDrop its chip on + drop here to start an empty callSame — one more paid call

Chips stop being draggable while Auto-reduce sheets is packing the queue for you, and while hand-pick's Pick mode is armed. Both say so in the chip's own tooltip. See Calls & sheets.

The Edit mask workspace

Four things open it, all of them on Step 3: the brush icon on a FOUND ELEMENTS row, Edit mask on the pill under a selected box, Mask — {name} in the canvas toolbar, and releasing a New element drag, which opens it in new-element mode. It brings its own deeper zoom and its own undo history, and it is the one surface in the app that changes the pointer rules.

One polarity rule covers every tool here: left adds to the mask, right removes from it, and Shift+left removes too — the alias for pointers with no comfortable right click. Because the right button is spoken for, right-drag does not pan here; pan is middle-drag or Alt+left-drag only. Neither this workspace nor the repair window ever opens a context menu, on the art or on the dim margin around it.

ActionKey or gestureWhere
Add to the maskLeft-click or left-dragTap · Element · Brush · Box
Remove from the maskRight-click, right-drag, or Shift + leftThe same four tools
Preview the region a click would takeHoverTap and Element — a tint on the art and a chip at the cursor naming it
Re-aim that preview without moving the cursorPress or release ShiftTap and Element; the polarity changes what the next click does, so the preview follows the key
Keep taking regions into one undo entryHold the button and sweepTap and Element
Commit a rectangleLeft-drag a marquee and releaseBox — nothing is written while you drag
Zoom in or out at the cursorScroll wheel0.05×–64×, far past the main canvases, for pixel-level work
PanMiddle-drag or Alt + left-dragRight-drag is the remove gesture here, so it does not pan
Reset the zoomClick the {NN}% chipTitled Reset zoom to 100% (1:1 pixels, centered)
Open Tap settingsClick the Tap chip while Tap is already liveTolerance, Reach, Sample
Set the brush size, and its footprintPick from the Brush size menu, then the round or square chipBoth appear beside Brush only while Brush is the live tool; sizes run 1 px to 50 px
Keep a split piece in this element, or hand it backClick the piece◱ Split mode's pieces overlay — the click toggles it
Delete a split pieceClick the on its cyan boxSame; clicking where a deleted piece sat brings it back
UndoCtrl / Cmd + ZThe workspace's own history — separate from the step's
RedoCtrl / Cmd + Shift + Z, or Ctrl / Cmd + YBoth chords work, and the redo button's tooltip names both: Redo (Ctrl+Y) — Ctrl+Shift+Z does the same
Step back one layerEscCloses an open toolbar panel, then the pieces overlay, then ◱ Split mode, then the workspace
Close without applyingClick the , or press a plain left button on the dim backdropA right, middle or Alt press near the edge will not close it

A fixed status row along the bottom names the live tool and spells out its gestures. Under Tap it reads takes the colour area under the cursor · left = add · right (or Shift+left) = remove · hold and sweep for several · wheel = zoom · middle/Alt-drag = pan, and the % chip sits at its right end.

The status row under the canvas always names the live tool and its gestures — here Tap, where left adds and right removes.
The status row under the canvas always names the live tool and its gestures — here Tap, where left adds and right removes.

Esc has one deliberate exception: while a split preview is still waiting on you, it will not leave the mode, but it does not stop dead either — it skips that rung and closes the workspace, so this is never a room you cannot Esc out of. While an AI run is in flight all three exits stand down together — Esc does nothing, the goes dim with An AI run is in flight — let it finish first, and the backdrop stops answering — so a spend in progress can never be orphaned. Full detail is on Mask editor.

The repair window

Opened from a version's 🔧 badge or Retouch on the scene pill. Unlike the mask workspace this one keeps the right button for panning, because its eraser is a tool of its own — and it is the only surface in the app that binds letters to tools.

Every mask gesture below belongs to the FILL HOLES block. Fold that block away and the canvas stops answering clicks entirely, while zoom, pan and the peek stay live — collapsing it is how you look at the sprite without a pink plate over it.

ActionKey or gestureWhere
Select just the hole under the cursorLeft-clickPick
Add or remove a hole from the selectionShift + clickPick
Add a color areaLeft-clickTap
Remove a color area, and drop any hole it touchesShift + clickTap
Open Tap settingsClick the Tap chip while Tap is already liveTolerance, Reach, Sample — the same three knobs as the mask workspace
Paint an area to be filledLeft-dragBrush
Wipe paint, and drop any detected hole it touchesLeft-dragEraser
Add a rectangleLeft-dragBox
Remove a rectangle, and drop any hole it touchesShift + dragBox
Switch to the brushBWhile the FILL HOLES section is open, and not while typing
Switch to the eraserESame
Step the brush size down or up[ and ]Same — through 1, 2, 4, 8, 12, 16, 24, 32, 40, 50 px
Zoom in or out at the cursorScroll wheel0.05×–64×, the same range as the mask workspace
PanMiddle-drag, right-drag or Alt + left-dragAll three, as on the step canvases
Fit the whole crop in the viewportClick ⤢ fitBeside the % chip
Reset the zoom to 1:1Click the {NN}% chipTitled Reset zoom to 100% (1:1 pixels, centered)
Peek the original spriteHold Hold: original (C), or hold CWorks whether or not the fill section is open
Undo · redoCtrl / Cmd + Z · Ctrl / Cmd + Shift + Z or Ctrl / Cmd + YOne ring over the fill mask and the EDGE and MATCH ORIGINAL dials
Close a popover, then the windowEscTap settings first, then the window itself — and nothing at all while a paid fill is in flight
Close without applyingPlain left press on the dim backdropA right, middle or Alt press near the edge is a pan, not a dismiss

There is no double-click gesture on this canvas: plain left is the tool, and two quick dabs at pixel zoom are a normal way to work. Full detail is on Sprite repair.

Step 6 · Add Shadows

The sentence above the tree says it: Click a sprite to select it · Ctrl-click adds one, Shift-click takes the range · Scroll to zoom · middle-drag, right-drag or Alt+drag to pan · Esc clears the selection.

ActionKey or gestureWhere
Select a spriteLeft-click it on the preview, or click its rowThe preview and the Shadow groups tree share one selection
Add or remove a sprite in the bulk selectionCtrl / Cmd + clickThe preview or a tree row
Take the range between your last click and this oneShift + clickThe preview or a tree row — only rows you can actually see, so a collapsed group's members are excluded
Clear the selectionEscStep 6 — it drops the edit target and the bulk set together; the bulk banner's clears only the bulk set
Group two spritesDrag one row onto anotherShadow groups
Add a sprite to an existing groupDrag its row onto the group's header rowSame
Give a sprite its own shadow backDrag its row into UngroupedSame
Drag the whole bulk selectionDrag any row that is part of itSame
Move the whole bulk selection into a groupClick that group's header while the selection is upSame
Rename a groupClick the pencil on its header, type, then Enter or EscBoth keys close the field; the name is written as you type

Step 7 · Final Polish

ActionKey or gestureWhere
Zoom, pan, resetThe shared gestures aboveThe preview
Fit the scene to the panelClick FitThe canvas toolbar
Zoom to one output pixel per screen pixelClick 100%The canvas toolbar
Peek the originalHold Hold: original (C), or hold CThe preview

Step 8 · Preview & Export

ActionKey or gestureWhere
Orbit the depth stackLeft-drag anywhere over the boardThe 3D view; the tilt is clamped so the scene cannot flip under the floor
Put the board back to its starting angles, zoom and panDouble-click the board, or click the {NN}% chipThe 3D view; an Alt double-click is refused, so two quick Alt-pans never throw the angle away
Zoom and panThe shared gestures aboveBoth views
Switch viewsClick 3D or 2DThe canvas toolbar

Nothing on this step is selectable. A click on the 2D composite does nothing, and a click on the board only ends an orbit. Placement and paint order are edited back on Step 5 · Finish Sprites.

Compare and peek

Five steps let you check your work against what went in without leaving the canvas, and they all carry the same pair of floating buttons in the top-left corner of the preview.

ActionKey or gestureWhere
Show the before state while heldPress and hold Hold: original (C), or hold the C keySteps 4, 5, 6, 7 and 8's 2D view, plus the repair window
Turn the wipe on or offClick CompareThe same five steps
Jump the divider and drag itLeft-press anywhere over the image, then dragLeft button only, so middle-, right- and Alt-drag still pan

Press-and-hold wins while both are on, and Ctrl/Cmd/Alt + C is left alone as a copy chord rather than taken as a peek. Only what "the original" means changes from step to step.

StepWhat the before state is
Step 4 · Rebuild BackplateThe original image under the backdrop in use.
Step 5 · Finish SpritesThe original image under the scene, once something has been applied to it. With nothing applied the two are the same picture, so the chips do not appear.
Step 6 · Add ShadowsThe original image.
Step 7 · Final PolishThe original image.
Step 8 · Preview & Export, 2DThe original upload under your composite.

Careful. While Compare is armed on Step 5 the divider owns the pointer: the corner dots, the action pill and the arrow-key nudge all stand down, because the left half of the picture is the untouched original and sprite chrome there would describe geometry it does not have yet. Turn Compare off and the gizmo is back, untouched.

Text fields

Renaming looks the same everywhere but behaves in two ways, and it is worth knowing which you are in.

ActionKey or gestureWhere
Commit the name and closeEnterThe pencil rename on a FOUND ELEMENTS row, a background layer's name, Step 3's add-tag field
Cancel and discardEscThe same three
Close the field (the name is already written)Enter or EscThe name ribbon on a Step 3 box, and a shadow group's name
Read a typed hex into the pickerEnterThe palette color picker's hex field — Esc there closes the whole picker rather than the field

An empty box name falls back to Sprite {N}. Step 3's undo, Step 4's undo, the C peek, Step 5's zone undo, Step 5's arrow-key nudge and both Esc deselects all stand down while the caret is in a text field, so naming a layer never nudges a sprite or throws away a list. The nudge is the strictest of them: it also stands down inside a dropdown, so an arrow key aimed at a model picker changes the model and not the sprite.

Note. The Projects panel is mouse-only — it binds no key and no modifier anywhere. Renaming a project there is committed with its own tick, titled Save name, and dropped with the cross beside it, titled Cancel; Enter and Esc do nothing in that field. See Projects & autosave.

Every keyboard shortcut

Shortcuts are scoped to the step or dialog that owns them. There is no global hotkey for moving between the eight steps — use the stepper.

ActionKey or gestureWhere
Undo the last list operationCtrl / Cmd + ZStep 3 · Find & Cut. Adds, deletes, tag removals, box resizes, drag and drop, group, ungroup and split are all in it. No redo
Undo one destructive editCtrl / Cmd + ZStep 4 · Rebuild Backplate. Brush strokes, Grow, Shrink, Reset mask, a deleted touch-up and a deleted take. No redo
Undo the last zone stroke or clearCtrl / Cmd + ZStep 5, while Fill zones is on. No redo
Undo · redoCtrl / Cmd + Z · Ctrl / Cmd + Shift + Z or Ctrl / Cmd + YThe Edit mask workspace and the repair window, each over the mask it is painting
Peek the original while heldHold CSteps 4, 5, 6, 7, 8's 2D view, and the repair window
Nudge the selected sprite 1 px · 10 pxArrow keys · Shift + arrow keysStep 5 · Finish Sprites, one sprite selected
Snap a margin to 16 pxHold Shift while dragging a handleStep 2 · Extend Canvas
Remove instead of addShift + leftThe Edit mask workspace's four tools; and Tap and Box in the repair window, where Shift on Pick toggles a hole in or out instead
Switch to brush · eraserB · EThe repair window, FILL HOLES open
Brush size down · up[ · ]The repair window, FILL HOLES open
DeselectEscStep 5's scene, and Step 6, whose preview and shadow tree share one selection
Disarm New elementEscStep 3, while the mode is armed
Stop peeking the holesEscStep 4, while a take is on screen
Close whichever popover, overlay or mode is on top, then the dialogEscThe Edit mask workspace
Close Tap settings, then the windowEscThe repair window
Close itEscStep 5's reuse picker, raw-output viewer and text-changed comparison; the palette color picker; the version row, which goes with the selection
Cancel itEscThe five confirmations that spend or destroy — it performs exactly that dialog's own Cancel and never confirms anything
Activate the focused paletteEnter or SpaceThe palette rack on Step 7
Commit · cancel a renameEnter · EscAny draft rename field, per the two field types above

Note. Ctrl/Cmd+Shift+Z does nothing on Steps 3, 4 and 5: those three histories only remember the state before each change, so they walk backwards only. The Edit mask workspace and the repair window do have a real redo stack, and their buttons say so.