Architecture: a pan only moves the camera
- Architecture names moveCamera and when a pan still takes the full redraw. - Development: check total 1285. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -152,7 +152,9 @@ src/editor/plugins/ startPlugins (list, import, host; runs before the first p
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running plugins match what the project asks for, order, checks, what became of each file), pluginApi
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(API v1, the per-plugin scope), PluginsPane (the Plugins tab), NodeBoard (api.ui)
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src/editor/viewport/ WorldViewport base → FreeViewport (a camera of its own: fit, pan, wheel zoom) → SceneViewport, PreviewCanvas;
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GameViewport follows the game's camera instead — editing tools, hence not in src/viewport/
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GameViewport follows the game's camera instead — editing tools, hence not in src/viewport/.
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A pan only moves the world and redraws the screen-space overlays (`moveCamera`); a full
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`redraw()` follows only when an object crosses the edge of the view
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src/editor/inspector/ Inspector panel, host (what a section builds into), field factory, previewHandlers (scrub → preview → command), valueSpecs
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(where a value lives — shared with the List tab),
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one section per selection kind (asset/object/node/frame/shape), variableRows (one row shape for
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@@ -13,7 +13,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
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npm run build # writes dist/ and regenerates index.html
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./build.sh # the same under `set -o pipefail`, for callers that pipe the output
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php tools/make-user.php <name> <password> # an account; every tool signs in (see Accounts)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1282 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1285 editor checks, screenshots in /tmp/gm-e2e-*.png
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GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
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./e2e.sh start [GM_STEPS] # the same run detached, see below
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./e2e.sh status # live progress, or the last run's result
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