Consolidate duplicated editor code, trim comments, refresh README
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus; the port and marker menus were the same list and are now one function. Value specs of the inspector and the list tab share valueSpecs.ts, and the remaining copies (compound commands, type glyphs, typed asset lookup, name rule, play/editor world setup, marquee) are merged. Four copies had already drifted apart; merging them fixes: - "Disconnect N links" in the port menu is one undo step, not N - "+ Add collider" is hidden on a placed container instance, as in the hierarchy menu, instead of always failing - a bool property coerced from the text "false" becomes false - a port command on an unknown node type reports instead of crashing Comment-only edits leave the bundle byte-identical. README corrected in 35 places (step limit, jump-run clock, suite duration, 409 body, ...). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -82,10 +82,8 @@ export interface NodeDef {
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*/
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derivePorts?(source: PortSource): DerivedShape;
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/**
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* Pure data nodes are evaluated on demand when a downstream input needs their value; exec nodes
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* run when the flow reaches them. Event nodes have no `run` – the interpreter seeds their outputs.
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* `def` is this definition as resolved for the node at hand, which is the only way a node with
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* derived ports can know how many it has.
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* Event nodes have no `run` – the interpreter seeds their outputs. `def` is resolved for the node at
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* hand, the only way a node with derived ports knows how many it has.
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*/
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run?(ctx: NodeContext, inputs: Record<string, Value>, params: PropertyBag, def: NodeDef): RunResult;
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}
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