Describe loading every picture ahead

Textures gets a paragraph on the preload: every picture, font and
pixel art cel of the project is requested when it opens or changes.
Development moves the check count to 1423.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
adminandClaude Opus 5.5 committed 2026-09-26 23:51:04 +02:00
1 parent 13fef2957a
commit c7ec2ba816
2 files changed
+6 -1

No files matched your search

+1 -1
@@ -15,7 +15,7 @@ npm run build # writes dist/ and regenerates index.html
php tools/make-user.php <name> <password> [admin|user] # an account; every tool signs in (see Accounts)
php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job)
php tests/php/snapshots.test.php # the snapshot store (#231), the same way
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1422 editor checks, screenshots in /tmp/gm-e2e-*.png
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1423 editor checks, screenshots in /tmp/gm-e2e-*.png
GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
./e2e.sh start [GM_STEPS] # the same run detached, see below
./e2e.sh status # live progress, or the last run's result
+5
@@ -209,6 +209,11 @@ to the sheet itself.
**Nothing ever breaks on a missing picture.** While an image loads, and for a reference that
dangles because the texture was deleted, the sprite draws its plain colour — exactly what it
looked like before textures existed. So there is no placeholder, no flicker and no error path.
**Every picture is loaded ahead.** As soon as a project is opened, and whenever an asset is
added, the editor fetches every image, font and pixel art cel the project names, used or not.
Nothing waits for its first draw: an animation or an animated tile that reaches a frame from a
picture of its own would otherwise blink out once, the first time it gets there.
Deleting a texture warns how many sprites reference it (a texture is never *placed*, so
counting placed instances would report "unused" for a picture a dozen sprites are showing).