Offer the pictures the server already holds when adding a texture
"+ → Texture" opened the machine's file dialog, so a picture that was uploaded once but lost its asset – an undone import, a deleted asset – was unreachable from the editor while still sitting on the server. Nothing collects those files, by design. It now opens a grid of every picture the server holds, with thumbnails: pick one and "Use image" makes a texture asset on that file, "Upload…" is the way in for bytes the server does not have yet and lands in the same import as a drop. A tile captioned with an asset name is one this project already wears – picking it selects that asset instead of making a second one, since two assets on one file would fight over `filter`. - `GET ?r=textures` now reports `width`/`height`; a texture asset holds the pixel size, and reading it off the GPU texture would tie the asset's correctness to load timing. - `TextureLibrary.load(file)` loads without touching `scaleMode` – a thumbnail must not restage the filter of a picture the scene is drawing with. - The grid geometry lives in `texture/imageGrid.ts` as pure functions; inside the widget no test could reach it. - The part after an upload is now one function shared by the drop import and the picker, so "one file = one asset" is stated in a single place. 12 new E2E checks; the strongest one undoes an import, leaving the file on the server with no asset naming it, and picks exactly that file back out of the dialog.
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@@ -27,11 +27,8 @@ export class TextureLibrary {
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* the last one drawn wins; upload avoids that by reusing the existing asset for a known file.
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*/
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get(ref: TextureRef): Texture | null {
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const texture = this.loaded.get(ref.file);
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if (!texture) {
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this.startLoading(ref.file);
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return null;
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}
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const texture = this.load(ref.file);
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if (!texture) return null;
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const mode = ref.smooth ? 'linear' : 'nearest';
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if (texture.source.scaleMode !== mode) {
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texture.source.scaleMode = mode;
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@@ -42,6 +39,20 @@ export class TextureLibrary {
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return texture;
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}
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/**
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* The picture if it is in memory, otherwise null while it loads – without touching the scale
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* mode, which belongs to whoever wears the texture. A thumbnail must not decide the filter of
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* a picture the scene is drawing with.
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*/
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load(file: string): Texture | null {
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const texture = this.loaded.get(file);
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if (!texture) {
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this.startLoading(file);
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return null;
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}
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return texture;
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}
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/** The picture if it is in memory, without starting a load or touching the scale mode. */
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peek(file: string): Texture | null {
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return this.loaded.get(file) ?? null;
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