Let a value be a bundle of named fields

PropertyValue was number | string | boolean | list. A struct joins it, which
costs two things the typechecker found rather than I did.

An object on a data edge used to mean a live entity, so asEntity would have
taken a struct for one and asString would have read .name off it. EntityHandle
now carries a symbol brand – a symbol so no field name can impersonate it, and
it never serializes, which suits a thing that exists only while the game runs.
It is built in exactly one place.

String(value) would have written a struct as [object Object] at 39 call sites.
They go through textOf(), which is identical for primitives.

normalizeGraph dropped everything but primitives from node params, so the List
node lost its value on every save ([3,1,4] round-tripped to undefined).
Variables were spared: they have a schema, params have none.
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root committed 2026-09-10 08:14:18 +02:00
1 parent 3b3f374e10
commit 2cf788eedd
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@@ -1,3 +1,4 @@
import type { ENTITY_HANDLE } from '../core/graph/NodeContext';
import type { AssetType } from '../core/model/AssetTypes';
import type { PropertyBag } from '../core/model/Properties';
@@ -8,6 +9,8 @@ import type { PropertyBag } from '../core/model/Properties';
* editor panels can show and edit them while playing.
*/
export interface Entity {
/** What tells a graph this object is a live entity and not a struct value. */
readonly [ENTITY_HANDLE]: true;
id: string;
/** Scene object this entity was instantiated from (for selection highlighting). */
objectId: string;