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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@@ -15,6 +15,7 @@ import {
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type Position,
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type PropertyBag,
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type PropertyValue,
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sameValue,
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setBagValue,
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type Vec2,
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} from './Properties';
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@@ -312,7 +313,7 @@ function instanceRef(target: InstanceTarget, object: SceneObject): ObjectRef {
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}),
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setOverride: (key, value) =>
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write((edit) => {
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if (value === target.base.overrides[key]) delete edit.overrides[key];
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if (sameValue(value, target.base.overrides[key])) delete edit.overrides[key];
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else setBagValue(edit.overrides, key, value);
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}),
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};
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