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>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-11 11:00:30 +02:00
1 parent 9212e61c4c
commit 8f92a06c84
96 files changed
+999 -1261

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@@ -24,10 +24,8 @@ export interface CollisionPair {
}
/**
* Detects overlaps between collider entities once per tick and sorts them into enter /
* stay / exit lists for the frame. Detection only – nothing is pushed apart. Colliders
* of the same body (same parent) never collide with each other. Runs before the
* BehaviorSystem so graphs see this frame's events.
* Sorts collider overlaps into enter / stay / exit per tick, detection only; colliders of one body never
* collide. Runs before the BehaviorSystem so graphs see this frame's events.
*/
export class CollisionSystem implements System {
enters: CollisionPair[] = [];
@@ -78,13 +76,8 @@ export class CollisionSystem implements System {
}
/**
* Moves `entity` by (dx, dy) in its local units, one axis at a time (x, then y): after
* each axis step its solid colliders are pushed back to just touch whatever solid collider
* they ran into, so the remaining axis still moves – the object slides along walls.
* An overlap that already existed is never resolved (no jolt) but also never deepened, so
* an object inside a wall can leave it without being able to burrow further in. Long moves
* are split into sub-steps so nothing jumps across a thin wall. Triggers, the entity's own
* colliders and colliders that travel with it (descendants) never block.
* Moves one axis at a time, stopping each at contact so the object slides along walls. An existing
* overlap is never resolved (no jolt) but never deepened, so an object can leave a wall but not burrow in.
*/
moveAndSlide(
world: World,
@@ -114,7 +107,6 @@ export class CollisionSystem implements System {
delta: number,
): boolean {
if (delta === 0 || own.length === 0) return false;
// Long steps are split so a fast mover cannot jump across a thin obstacle in one frame.
const steps = Math.min(
MAX_STEPS,
Math.max(1, Math.ceil(Math.abs(delta) / stepLimit(own, obstacles, axis))),