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>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-08 15:52:05 +02:00
1 parent f16801aef3
commit 4d84231b9f
115 files changed
+707 -1564

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+12 -16
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@@ -1,4 +1,4 @@
// The graph package index registers the built-in nodes; unknown node types are dropped below.
// Importing the graph package index is what registers the built-in nodes.
import { createEmptyGraph, type Graph, type GraphEdge, type GraphNode, nodeDef } from '../graph';
import type { Asset, TextureFrame } from '../model/Asset';
import { isAssetType } from '../model/AssetTypes';
@@ -20,16 +20,14 @@ import {
} from '../properties/PropertySchema';
/**
* Turns untrusted JSON (server file, import) into a well-formed Project. Unknown keys are
* dropped, missing ones get defaults, values are coerced against the schema, dangling
* scene objects are removed. Future format migrations live here as well.
* Turns untrusted JSON (server file, import) into a well-formed Project: unknown keys are dropped,
* missing ones get defaults, values are coerced against the schema, dangling objects are removed.
*/
export function deserializeProject(raw: unknown, fallbackId = ''): Project {
const r = asRecord(raw);
const rawAssets = (Array.isArray(r.assets) ? r.assets : []).map(asRecord);
// Pass 1: asset ids and their effective schemas (behaviors declare their own variables),
// needed to coerce scene-object overrides in pass 2.
// Pass 1: asset ids and their effective schemas, needed to coerce overrides in pass 2.
const schemas = new Map<string, PropertySchema>();
const variables = new Map<string, PropertyDef[]>();
for (const a of rawAssets) {
@@ -43,8 +41,8 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
}
}
// Pass 2: build assets. Frame ids live in the same reference space as asset ids (a sprite's
// `texture` may name either), so they are handed the ids already spoken for.
// Pass 2: build assets. Frame ids share the reference space with asset ids, so `normalizeTexture`
// is handed the ids already spoken for.
const assets: Asset[] = [];
const takenIds = new Set(schemas.keys());
for (const a of rawAssets) {
@@ -106,10 +104,9 @@ function normalizeObjects(raw: unknown, schemas: Map<string, PropertySchema>): S
assetId: o.assetId,
name: typeof o.name === 'string' ? o.name : '',
position: { x: toNumber(p.x), y: toNumber(p.y), z: toNumber(p.z) },
// Editor-only view shift; absent in documents written before it existed.
editorOffset: { x: toNumber(offset.x), y: toNumber(offset.y) },
overrides: normalizeBag(o.overrides, schema, true),
// `ownerId` is the pre-hierarchy name of the same link (documents saved before parenting).
// `ownerId` is the pre-hierarchy name of the same link.
parentId: typeof o.parentId === 'string' ? o.parentId : typeof o.ownerId === 'string' ? o.ownerId : '',
templateId: typeof o.templateId === 'string' ? o.templateId : '',
});
@@ -150,7 +147,7 @@ function normalizeGraph(raw: unknown): Graph {
const n = asRecord(item);
const id = typeof n.id === 'string' ? n.id : '';
const type = typeof n.type === 'string' ? n.type : '';
if (!id || nodeIds.has(id) || !nodeDef(type)) continue; // unknown node types are dropped
if (!id || nodeIds.has(id) || !nodeDef(type)) continue;
nodeIds.add(id);
const params: PropertyBag = {};
for (const [key, value] of Object.entries(asRecord(n.params))) {
@@ -187,9 +184,8 @@ function normalizeGraph(raw: unknown): Graph {
}
/**
* The picture of a texture asset. A file name that is not the server's content-addressed form
* is dropped rather than kept: it can only have been hand-written, and a request built from it
* would 404. Such a texture loads as "no picture", which draws as the sprite's plain colour.
* A file name that is not the server's content-addressed form is dropped: a request built from it
* would 404, and the texture then loads as "no picture".
*/
function normalizeTexture(
raw: Record<string, unknown>,
@@ -204,8 +200,8 @@ function normalizeTexture(
for (const item of Array.isArray(raw.frames) ? raw.frames : []) {
const f = asRecord(item);
const id = typeof f.id === 'string' ? f.id : '';
// A frame id shares the reference space with asset ids (a sprite may name either), so a
// duplicate would make one reference mean two pictures. Drop it rather than resolve it.
// Frame ids share the reference space with asset ids, so a duplicate would make one
// reference mean two pictures.
if (!id || takenIds.has(id)) continue;
takenIds.add(id);
const rect = normalizeFrameRect(