Files
feuerwerk/tools
adminandClaude Opus 5.5 4f4c149211
game-maker / gate (push) Successful in 3m4s
game-maker / suite (push) Successful in 14m16s
Duplicate an asset from its right-click menu (#297)
A new asset that starts out like an existing one (a death animation
next to "Break", a second slime) had to be built again by hand. Now
the asset panel's right-click menu has Duplicate.

- The copy lands right below the original and is named the way a new
  asset would be ("Crate 2"). It is selected and its tab opens where
  it has one. A copied scene does not become the active one.
- One undo step takes it out again. A redo brings back the same id.
- The copy is a deep copy: values, graph, tracks, layers and objects
  are its own, and editing it leaves the original alone.
- Frames of a texture or of pixel art get fresh ids, because a sprite
  names a frame across the whole document.
- Objects of a scene or container get fresh ids the way pasted ones
  do. Parents and object references among them follow the copy.
- Whatever pointed at the original keeps pointing at the original: a
  sprite wearing it, an animation's root, a placed object.

Tests:
- 3 new unit tests (DuplicateAssetCommand). One counter-check run:
  without renaming the references the scene test fails.
- e2e 04: 2 new checks with the real menu (copy named "Crate 2" right
  behind the Crate and selected, one undo removes it).
- Gate: 221 files, 3445 tests, CHECK EXIT 0.
- e2e total 1703 is computed (1701 + 2). Full suite left to CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 11:17:02 +02:00
..
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
2026-09-20 14:24:27 +02:00