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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@@ -34,7 +34,8 @@ import {
shaderParamDefs,
} from '../../src/core/properties/shaders';
import { inlineInputs } from '../../src/core/graph/NodeRegistry';
import { compileShader, shaderFingerprint } from '../../src/core/shader/compile';
import { graphFingerprint } from '../../src/core/graph/Graph';
import { compileShader } from '../../src/core/shader/compile';
import {
DEFAULT_EDGE,
EDGE_PARAM,
@@ -720,16 +721,16 @@ describe('the fingerprint the shader library caches on', () => {
const f = makeProject();
const s = shaderEditor(f);
const n = buildAdjustColors(s);
const before = shaderFingerprint(s.asset().graph);
const before = graphFingerprint(s.asset().graph);
f.stack.execute(new MoveNodeCommand(s.id, n.bright, 300, 200));
f.stack.execute(new CollapseNodesCommand(s.id, [n.bright, n.luma], true));
f.stack.execute(new FoldEdgeCommand(s.id, s.asset().graph.edges[0]!.id, true));
expect(s.asset().graph.nodes.find((x) => x.id === n.bright)).toMatchObject({ x: 300, collapsed: true });
expect(shaderFingerprint(s.asset().graph)).toBe(before);
expect(graphFingerprint(s.asset().graph)).toBe(before);
f.stack.execute(new SetNodeParamCommand(s.id, n.shifted, 'b', 0.25));
const withParam = shaderFingerprint(s.asset().graph);
const withParam = graphFingerprint(s.asset().graph);
expect(withParam).not.toBe(before);
s.link(n.brightness, 'value', n.output, 'alpha');
expect(shaderFingerprint(s.asset().graph)).not.toBe(withParam);
expect(graphFingerprint(s.asset().graph)).not.toBe(withParam);
});
});