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>
An upload sends its file name next to the raw bytes, and the server keeps
it in a sidecar next to the content-addressed file. Both pickers caption
every tile and row with it, and an asset made there is named after the
file instead of "Texture" / "Font". Last upload of the same content wins.
The API's own set_error_handler ignores error_reporting(), so @-silenced
warnings still throw: a missing sidecar took the whole listing down with a
500. Existence is checked instead of suppressed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Both stores carried their own ~28-line request<T>, and formatBytes existed
twice – the second copy had lost the "B" branch, so a small sprite would have
read as 0 KB had its caller ever passed one under a kilobyte.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Remove comments that only restate the code, keeping the section banners
and the notes that carry a reason, a measured fact or an external
contract.
ButtonOptions.width claimed to be a fixed width but only set minWidth,
so the Graph and Texture pickers grew with the name they showed. It is
now what it promises, with a separate minWidth for the buttons that have
two forms. Narrow buttons shrink their padding, otherwise a 24px icon
button had 8px left for its glyph and truncate dropped it entirely.
__gm.labelsDropped() guards that class: the overflow guard only saw text
that was too wide, never a label truncated to nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>