Three stores, three importers and three pickers that differ only in their type are one of each (#85)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m46s

Refactoring round one: HttpFontStore/HttpSoundStore/HttpTextureStore collapse into a generic
HttpFileStore over a FileStore contract; fontImport/soundImport/textureImport share assetImport
with an ImportKind per sort; ImagePicker/FontPicker/SoundPicker sit on FilePicker and describe
only their row. The group/comment drag logic leaves GraphCanvas for annotationDrag.ts (with its
own unit test), declaredRows.ts replaces the duplicated row build in particles.ts and shaders.ts,
and dead code in font/sound/compile/emission/transform/actions is gone. README: asset list,
check count 958, the two-job CI, the Scenes wiki page.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Fable 5.1 committed 2026-09-16 17:38:54 +02:00
1 parent 15bdfdf07a
commit cc6db5f350
42 files changed
+1375 -1650

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@@ -1,5 +1,6 @@
import type { ParticlesAsset } from '../core/model/Asset';
import { compileParticles, type ParticlesBuild, particlesFingerprint } from '../core/particles/compile';
import { graphFingerprint } from '../core/graph/Graph';
import { compileParticles, type ParticlesBuild } from '../core/particles/compile';
import { gameClock } from '../core/time';
/**
@@ -22,12 +23,8 @@ export class ParticleLibrary {
this.frozenAt = at;
}
get frozen(): number | null {
return this.frozenAt;
}
buildFor(asset: ParticlesAsset): ParticlesBuild {
const fingerprint = particlesFingerprint(asset.graph);
const fingerprint = graphFingerprint(asset.graph);
const cached = this.builds.get(asset.id);
if (cached && cached.fingerprint === fingerprint) return cached.build;
this.compiles += 1;