Add textures for sprites
Images are uploaded to a content-addressed blob endpoint and stored as data/textures/<sha256>.<ext>; the project only keeps the file name. The sprite points at a texture asset through an ordinary property of the new kind `asset`, so instance overrides, "Apply to container", "Reset to asset", undo and `Set property` work without any extra code. The new kind also replaces the ad-hoc asset picker the graph nodes faked as an enum. Import goes through + -> Texture, drag & drop onto the canvas or Ctrl+V. Images wider than 2048px are downscaled client-side and re-encoded to WebP if needed, because nginx caps uploads at 1MB; an image that already fits is uploaded byte for byte so pixel art is never resampled. The sprite colour default changes from red to white, since colour tints the texture multiplicatively and a tint of white shows an image as it is. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -264,6 +264,7 @@ function componentRow<V extends object>(
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): void {
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const withAxis = (vector: V, next: PropertyValue): V => ({ ...vector, [spec.axis]: Number(next) });
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const row = createFieldRow(
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host,
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{ key: spec.key, label: spec.label, kind: 'number', default: 0, step: 1 },
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value,
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previewingHandlers<SceneObject, V>(host, {
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@@ -300,6 +301,7 @@ function propertyRow(
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): FieldRow {
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const bases = () => deviations(host.state, sceneId, objectId, def.key);
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const row = createFieldRow(
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host,
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def,
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values[def.key] ?? def.default,
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previewingHandlers<SceneObject>(host, {
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