Commit Graph
2 Commits
Author SHA1 Message Date
root 88ec367ab0 Offer the pictures the server already holds when adding a texture
"+ → 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.
2026-09-09 15:55:15 +02:00
rootandClaude Opus 5 5a6af74e44 Add textures for sprites
Images are uploaded to a content-addressed blob endpoint and stored as
data/textures/<sha256>.<ext>; the project only keeps the file name. The
sprite points at a texture asset through an ordinary property of the new
kind `asset`, so instance overrides, "Apply to container", "Reset to
asset", undo and `Set property` work without any extra code. The new kind
also replaces the ad-hoc asset picker the graph nodes faked as an enum.

Import goes through + -> Texture, drag & drop onto the canvas or Ctrl+V.
Images wider than 2048px are downscaled client-side and re-encoded to
WebP if needed, because nginx caps uploads at 1MB; an image that already
fits is uploaded byte for byte so pixel art is never resampled.

The sprite colour default changes from red to white, since colour tints
the texture multiplicatively and a tint of white shows an image as it is.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 13:43:08 +02:00