- `.gitignore` said `index.html` unanchored, which also caught the Vite source page;
a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added.
- Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs):
the Windows test machine is gone and the only flaky check that lived on it is closed (#37).
- Removed `npm run preview`, undocumented and unused.
- Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…"
history in listItems.ts and friends, the 24 px/28 contradiction, section banners in
nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale
step numbers in tools/e2e/11-…23- from the old global count.
- README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour
and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION,
and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts,
tools/assets/).
- tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`.
Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
"+ → Texture" opened the machine's file dialog, so a picture that was uploaded once
but lost its asset – an undone import, a deleted asset – was unreachable from the
editor while still sitting on the server. Nothing collects those files, by design.
It now opens a grid of every picture the server holds, with thumbnails: pick one and
"Use image" makes a texture asset on that file, "Upload…" is the way in for bytes the
server does not have yet and lands in the same import as a drop. A tile captioned with
an asset name is one this project already wears – picking it selects that asset instead
of making a second one, since two assets on one file would fight over `filter`.
- `GET ?r=textures` now reports `width`/`height`; a texture asset holds the pixel size,
and reading it off the GPU texture would tie the asset's correctness to load timing.
- `TextureLibrary.load(file)` loads without touching `scaleMode` – a thumbnail must not
restage the filter of a picture the scene is drawing with.
- The grid geometry lives in `texture/imageGrid.ts` as pure functions; inside the widget
no test could reach it.
- The part after an upload is now one function shared by the drop import and the picker,
so "one file = one asset" is stated in a single place.
12 new E2E checks; the strongest one undoes an import, leaving the file on the server
with no asset naming it, and picks exactly that file back out of the dialog.