Recurring cleanup round over the code since round 6 (056a622), 105
commits. Behaviour is unchanged. Duplicated code in src went from 29
clones with 229 lines (0.32 %) to 14 clones with 109 lines (0.15 %),
measured with jscpd and the same settings as round 6.
- BehaviorSystem.ts shrinks from 941 to 589 lines. Collecting the
pulses (keys, timers, collisions, animations) moved to
behaviorPulses.ts. The NodeContext the nodes receive moved to
behaviorContext.ts. Imports from outside stay the same, TimeScaled
is still exported from BehaviorSystem.ts.
- PointKindButton and drawPointGrip replace the "Point:" button with
its menu and the point and handle drawing that the curve and the
vector art tab each had on their own.
- lerpVec, cubicAt and splitCubic in src/core/util/vec.ts replace four
copies of the cubic curve and two de Casteljau splits.
- mapNested in Properties.ts is the one walk over lists and structs
that liveObjects and objectRefs did separately. withFieldRenamed
and withoutField replace three copies of renaming a struct field
and two of removing one.
- jsonBody and staleRevision build the JSON body and turn a 409 into
StaleRevisionError for all stores. The auth store turns a 401 into
its error in one place.
- Smaller helpers: structAssetFrom for the two "Make struct type"
commands, shownObject in the inspector, selectedItem for the size
gizmo and the polygon corners, solidTiles in the tilemap collision,
requireVariablesAsset and requireBehaviorVariable.
- Left as is on purpose: the plain forwarding from the collision and
physics systems to Solids, the pointer wiring of the canvases and
the identical last lines of the two make commands.
- Removed unused code: tilemapTileIds and tilemapsUsing were never
called since #128 and #131. EditorState.runtimeProject became unused
with GameRun in #266. The assetId getter of the make commands was
read only by a test.
- 60 values used only in their own file lost their export. The shader
and particle node catalogues stay exported as in round 6.
- Five comments that told history now describe the current state. The
doc comment of BehaviorSystem sits on the class again.
- README lists the struct, clip area and curve assets and mentions the
game link from #266.
Findings:
- Deleting a tile that is painted on a tilemap leaves its cells in
place, and they draw nothing. The delete dialog does not mention the
tilemaps. That was probably the job of the unused tilemapsUsing.
Left as is, because fixing it changes behaviour.
- The solid filter for tile surfaces was untested. A bent filter
stayed green. A new test in tests/core/surface.test.ts now fails
against it.
Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (one test removed with
tilemapsUsing, one added for tile surfaces).
- Full e2e run: ALL PASSED, 1580 checks.
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks, all passed.
The example project files were restored byte for byte afterwards.
- Counter-checks, 12, all fail as expected: 10 in unit tests (among
them mapNested, splitCubic, cubicAt, staleRevision, the stay pulse,
the late timer and the time scale), 2 in the browser (Point button
always enabled fails 47, selectedItem without a hit fails 29).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Copy and paste only existed for animation keys. Building a scene or a
graph meant placing every object and node again by hand, even when the
same arrangement was needed twice.
- Ctrl+C copies the selected objects with their whole subtree, or the
selected nodes with their links, groups and comments. Ctrl+V pastes
into the scene, container or graph of the visible tab.
- The copy is a snapshot in the editor's own clipboard, in memory. It
holds asset ids, so the system clipboard is not used. It is cleared
when another project opens.
- A paste lands under the mouse pointer when it is over the view, and
keeps its arrangement. Otherwise it lands one grid step beside the
original. Each further copy that still exists moves one step on, so
an undone copy does not count.
- Objects get new ids for the whole subtree. They paste into the one
selected object and keep their look under the new parent. If that
object is the original or an earlier copy, the paste lands beside it
instead of nesting deeper with every Ctrl+V.
- A placed container stays a container. Content copied out of a
container pastes as plain objects. Pasting a container into its own
template is refused.
- Nodes paste only where the palette would offer them. A second Start
or End, a State in a behavior or a behavior calling itself is left
out, and a notice names what was dropped.
- Menus: Copy and Paste in the object menu, a new Paste menu on empty
scene space, Copy in the node and box menus, Paste in the palette.
- Ctrl+V still imports a picture from the system clipboard when the
copy does not fit the tab. While objects are copied, the scene and
container tabs use Ctrl+V for them, as the timeline does for keys.
Not checked in the browser: paste in the container tab, in state
machine, shader and particle graphs, and from the hierarchy menu. The
shared code path covers them.
Tests:
- ./check.sh: 175 files, 2531 tests, CHECK EXIT 0
- e2e 51 (new): ALL PASSED, 11 checks with real keys and clicks
- 13 unit tests in tests/editor/clipboard.test.ts, one of them pins
the grid step after undo found during e2e
- 7 counter-checks all fail as expected (6 unit, 1 in the browser)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>