Trim needless comments and fix the picker width
Remove comments that only restate the code, keeping the section banners and the notes that carry a reason, a measured fact or an external contract. ButtonOptions.width claimed to be a fixed width but only set minWidth, so the Graph and Texture pickers grew with the name they showed. It is now what it promises, with a separate minWidth for the buttons that have two forms. Narrow buttons shrink their padding, otherwise a 24px icon button had 8px left for its glyph and truncate dropped it entirely. __gm.labelsDropped() guards that class: the overflow guard only saw text that was too wide, never a label truncated to nothing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1,42 +1,34 @@
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import { type Position, type PropertyBag, toPosition, type Vec2 } from './Properties';
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/**
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* An asset placed inside a scene. It links to the asset by id, owns a position
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* (assets have none) and may override individual asset properties. Overrides are
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* sparse: only keys the user changed are stored; everything else follows the asset.
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* An asset placed inside a scene. Overrides are sparse: only keys the user changed are stored,
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* everything else follows the asset.
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*/
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export interface SceneObject {
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id: string;
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assetId: string;
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/** Optional display name; falls back to the asset name when empty. */
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/** Falls back to the asset name when empty. */
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name: string;
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/**
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* Position **relative to the parent** (world position when there is no parent) plus the
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* draw order `z`, which is relative as well. See `hierarchy.ts` for world coordinates.
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*/
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/** Relative to the parent, `z` included; see `hierarchy.ts` for world coordinates. */
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position: Position;
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/**
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* Editor-only shift of where this object (and everything below it) is *drawn* in the scene
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* view – never part of the game. It exists to pull objects apart that sit on top of each
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* other, such as the title/win/lose screens of a game, without moving them for real.
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* Editor-only shift of where this object and everything below it is drawn – never part of the
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* game. It pulls apart objects that sit on top of each other without moving them for real.
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*/
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editorOffset: Vec2;
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overrides: PropertyBag;
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/**
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* Parent object of the same scene, empty string = top level. Children move with their
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* parent and are removed with it. Behaviors treat their parent as the "owner" the graph
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* acts on.
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* Parent object of the same scene, empty string = top level. Children move with their parent and
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* are removed with it; behaviors treat their parent as the "owner" the graph acts on.
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*/
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parentId: string;
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/**
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* For objects that belong to a placed container: the id of the template object (inside
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* the container asset) this one was instantiated from. Empty for everything else. This is
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* the link that lets template changes reach the instances later on.
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* The template object inside the container asset this one was instantiated from, empty for
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* everything else – the link that lets template changes reach the instances later on.
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*/
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templateId: string;
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}
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/** Creates a scene object; `z` defaults to 0 when the caller only has a 2D point. */
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export function createSceneObject(
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id: string,
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assetId: string,
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