In the player list, the lobby host gets **Bring Everyone Here**. Clients receive `CLIENT_FORCE_CAMERA_JUMP` and run the same `smooth_move_to` path as **Jump To**.
With a multi-selection (images, brush strokes, text boxes, shapes, …), use **Group** / **Ungroup** in the selection panel. Grouped objects auto-expand into the selection so they transform together. Not related to players.
Settings → **Images**: compress on insert (WebP/PNG/Keep). **Compress all images on canvas** rewrites every already-placed raster (same format/quality; Keep uses WebP). Selection panel: **Compress Images** for a subset.
Not automatic on import. Choose **Paste Image + Freistellen** from the canvas right-click menu, or **Ctrl+Shift+V** then pick Freistellen vs as-is. Right-click an already placed image (or use the selection panel / image properties) to Freistellen later. Settings → **Images** only pick the method: white-key always; **Schnell (silueta)** / **Allgemein (bria)** when rembg CLI and that model exist (bundled `rembg/` + `rembg-home/models/`, Tower `~/.local/share/tower-rembg`, or PATH). Otherwise those radios stay greyed; white-key still works. Linux install runs `linuxinstall/bundle-rembg.sh`.
In the layer panel (host / local file only): mark a leaf layer as **Fog of War layer** (must sit **above** the content it covers), then paint fog with brush/shapes on that layer. Players receive a **stripped** world — only objects **fully** covered by opaque fog (not merely overlapping) are omitted from join sync and from their save. Partially covered images stay. Moving or reshaping fog (or content under it) live-updates clients: newly covered objects are unloaded, revealed ones are sent again with their resources. The host file stays complete. Fog draws at the layer’s real alpha (1.0 = fully opaque for host and players). **Lock for players** is a quick toggle that sets layer-default Draw/Move/Delete to Deny; fog layers are always locked for players (move/edit/erase rejected on the host). Players also **cannot hide or fade** a fog layer (eye / alpha); only the host can toggle fog visibility, and the host rejects client DisplayData that would strip FoW. FoW visibility is still global (not per-person).
## Collab permissions (host)
Rights: **Draw**, **Move**, **Delete**, **Hide**, **Layers** (create/reorder/delete layers). Each right is Allow / Deny / Inherit.
Resolution (first concrete wins): Person×Layer override → Layer defaults → Person defaults → World default (Inherit at world = Allow).
Host UI:
- Player list → **Session Defaults…** (world / new-player / new-layer templates)
- Player list → **Rights** per connected player (person defaults; copied from new-player template on join)
- Layer panel (host): layer defaults + per-player overrides for the selected layer
Clients cannot escalate their own ACL; host DisplayData/ClientData updates are sanitized.