Let a variable hold a list

A variable could only be a number, a text or a yes/no, so every set of values had
to be smuggled through a string - which is where Tetris got its unreadable
"03066326048763714" colours from. A list is now a value of its own, with an item
kind (number, text, yes/no, colour) that decides how the inspector reads the one
comma-separated line it is typed as, and eight nodes to work with: List, Fill,
Count, Item at, Set item, Sub list, Join lists, Index of.

Two traps came with it. An array is typeof 'object', so every place that told a
value from an entity had to learn the difference, or a list would have been
passed around as a game object. And a value was compared by identity in three
places - with lists that marks everything as an overridden property after each
reload, so those comparisons now compare contents.

There is no list of objects: a list is written to the project file and an object
is a live handle that no reload survives. A set of objects stays a list of names.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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rootandClaude Opus 5 committed 2026-09-09 21:26:31 +02:00
1 parent c6f907b4e0
commit a9c3111377
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@@ -15,6 +15,7 @@ import {
type Position,
type PropertyBag,
type PropertyValue,
sameValue,
setBagValue,
type Vec2,
} from './Properties';
@@ -312,7 +313,7 @@ function instanceRef(target: InstanceTarget, object: SceneObject): ObjectRef {
}),
setOverride: (key, value) =>
write((edit) => {
if (value === target.base.overrides[key]) delete edit.overrides[key];
if (sameValue(value, target.base.overrides[key])) delete edit.overrides[key];
else setBagValue(edit.overrides, key, value);
}),
};