Give the three asset tabs one base, and move the viewports into the editor
src/viewport/ held three classes only src/editor/ ever used, and framing.ts sat under graph/ although the scene view wants the same bounds sum. The graph, the texture and the container tab repeated the same header, subscription and disposal code with two silent divergences: the graph tab said "nothing shown" with null instead of '', and the texture tab refell back to the first asset on a selection change but not on a project event. These arrive together because GraphCanvas ties them: it reads framing from its new home, hands its fold marks to folding.ts, and its '' change is what GraphEditor must agree with. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -9,7 +9,7 @@ import { CollisionSystem } from '../runtime/systems/CollisionSystem';
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import { Input } from '../runtime/systems/Input';
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import { World } from '../runtime/World';
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import { ui } from '../ui';
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import type { GameViewport } from '../viewport/GameViewport';
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import type { GameViewport } from './viewport/GameViewport';
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import type { GraphEditor } from './graph/GraphEditor';
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import type { EditorState } from './state';
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