Panning the scene view no longer redraws the whole scene
A middle-mouse pan used to run the full redraw on every frame. It collected every object from the project, cleared and redrew every shape, re-sorted all children and made Pixi re-upload every buffer, although only the camera had moved. The user saw the frame rate drop while panning. - WorldViewport gets moveCamera(). When zoom and view size are unchanged it only moves the world and redraws the overlays drawn in screen pixels. collectFrame, the shape redraw and the re-sort drop out of a pan frame. - Every full redraw remembers the box each object is culled by. A pan that moves an object across the edge of the view still takes the full redraw, so objects appear and vanish as before. - Grid, selection outlines, rays and the container origin mark move into a shared drawOnScreen hook. It runs after every full redraw and after every pan. The parent links stay in afterItems because they are drawn in world units. - Wheel zoom keeps the full redraw, because line widths follow the zoom. A cache for collectFrame was left out: it would save about 1 ms and risk stale data. - debugInfo() reports redraws and cameraMoves, and __gm gets a hook that forces a full redraw, so a check can compare against it. Findings: - Chrome already coalesces mouse moves to one per frame (500 moves gave 183 redraws in 189 frames). A throttle was tried and removed again, because its counter-check did not fail. - A check in module 03 compared the whole gameInfo() object and broke on the new counters. It now compares camera, objects and rendering. - The stall without ?vsync most likely comes from the desynchronized context in src/main.ts. It cannot be reproduced headless. Tests: - Measured on Jump and Run, main-thread time per frame, 3 runs of 240 moves: pan 5.7-7.4 ms before, 3.8-4.8 ms after. Plain mouse moves stay at 2.1-2.4 ms. 208 of 240 moves took the fast path. - ./check.sh: 141 files, 2080 tests, exit 0. - GM_STEPS=1-16,29,42,43: 535 checks, 1 failed (the module 03 test above). After the fix GM_STEPS=1-5: all passed, 130 checks. - 3 new e2e checks in 5d: 12 pan steps give 12 camera moves and 0 full redraws, pixel rows after the pan match a fresh redraw, a box panned out of view and back is drawn again. - Counter-checks: overlays not redrawn on pan gives "3 of 3 rows differ". Edge test disabled keeps the box visible with 0 redraws. - Check total 1285 (1282 confirmed by CI task 229, plus 3). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -276,6 +276,8 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
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return null;
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},
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viewportInfo: () => viewport.debugInfo(),
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/** A full redraw of the Scene tab – what a pan, which only moves the camera, is compared with. */
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viewportRedraw: () => viewport.redraw(),
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/** Where a dragged asset would land in the Scene tab, and why not when it may not. */
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dropPreview: () => viewport.dropInfo(),
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/** The panel-to-view drag in flight, if any – a drop that never started looks like a refused one. */
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