eb78f3cbf3475f32a2bca3fc1e4e1da260290799
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Commits
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4c7861b5b8 |
Keep the frame rate up while painting a big tilemap (#347)
Painting on the 60x60 map of a project with fifty objects dropped the editor to 20 to 39 fps. A profile of a brush stroke showed four causes, none of them the brush itself. - Each frame of a stroke previews the model. The asset and hierarchy panels then built every row anew, so every label became a new text and a new upload to the GPU. One run spent 46 % of the main thread in those uploads. ListView.setItems now keeps a row whose item draws the same (sameListItem) and builds only the rows that changed. - The brush drew the whole scene on every pointer event, on top of the preview. Now the preview draws what the stroke changed, once a frame. The rectangle tool asks for one drawing a frame for its box. - An animated tile made the view draw in the tick and the preview drew it again in the same frame. animate now asks just before the frame is drawn and stays out when the view was drawn since the tick began. - layoutSymbols ran on every drawing and costs up to the cube of the symbols. SymbolLayoutMemo keeps the spots while no anchor moves. - A painted cell made the map read every "x,y" key again, and once more for each of the eight neighbours of every cell. layerCells reads a layer once per content into an index by place. layerTiles and the blocking cells take their neighbours from there (neighboursIn). parseCellKey reads a key without split, with the same results. The test hook sceneRedraws counts how often the scene view was drawn. Not done: a painted cell still works out the tiles and blocking cells of the whole map again, so that part grows with the map. Tests: - Brush stroke on a copy of the project (stein2, Chrome): 20 to 39 fps before, 47.5 after, 55 to 57 without painting. Labels drawn again during the stroke 2012 before, none after. Scene drawings per frame 1.32 before, 1 after. - One painted cell, headless: 28 to 16 ms on 60x60, 109 to 49 ms on the same map doubled to 120x120. - frame-preview: 2 new, red with the old pointer redraw. - tilemap: 3 new (key reading, index, refresh), list-ping 1 new, symbol-layout 1 new. 5 single reversals turned each red. - e2e 39,40 (melektaus-atx): ALL PASSED, 107 checks (1 new, a fast stroke: 6 drawings in 6 frames, no label drawn again). With the row reuse and the pointer redraw reverted it fails: 24 drawings in 3 frames, and the panels draw their labels again. - Gate (melektaus-atx): CHECK EXIT 0, 260 files, 4038 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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cb32b4bc23 |
Draw scene symbols as white panel icons that make room for each other
The scene view drew its symbols from its own SVGs, each in a type colour and some on a plate. They looked heavier than the panel icons and were hard to read on busy ground. Symbols of different objects also sat on top of each other whenever their positions met. - Every symbol is now the panel icon of its kind, one file for both places. The scene-only SVGs in src/viewport/icons are gone. - Symbols are white in a thin dark outline with no plate behind them. haloSvg widens each shape of the file by its own stroke and draws that silhouette dark under the icon, so no second file is needed. - A butt stroke end would leave its end without outline. The halo caps such strokes square, and the rigidbody arrow shaft is now a filled rect so its top edge is outlined exactly. - Symbols are 18 world units across, stay upright and are clickable. A click selects the object, a drag moves it. - symbolLayout places every symbol on its object's position. Symbols that overlap stand on a ring round the middle of their positions, evenly spaced one icon apart. A ring that reaches into another symbol takes it in until nothing overlaps. Ownership plays no part. - Names sit beside their symbol, on the outside of a ring. Selection frames and parent links follow the symbol. - A collider icon no longer shows trigger or invalid state. The outline colour of the shape still does. - A lone collider sits on its sprite's middle again. A press there on an unselected sprite drags the collider, so e2e 02 and 16 now grab the sprite beside its middle. Hook __gm.container.objectRect helps 16 find that spot. Tests: - check.sh: 2245 tests, CHECK EXIT 0 (+8 for layout and halo) - e2e 1-16,31,39-43: 670 PASS, 2 FAIL. Both were sampling too strictly for the thinner, smaller icons. 5c looked for the exact outline colour, which the thin outline only reaches blended at this zoom. 31n started the ring scan one pixel past the smaller ring. Both are fixed, and e2e 5,31 then passed with 48 checks. - 5c checks white with an outline and none of the old colours, 41b checks the ring positions and that a click on a symbol selects its object, 31n checks the now white particle ring. - Counter-checks: without the halo only 5c fails, also with the looser outline match. Without the layout the ring and click checks in 41b fail. Originals restored by cmp. - The e2e check total stays 1351. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |