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asset.pixels: pixel art as a character grid and a palette; frames of one size become an atlas with a sprite per frame and a flipbook clip; a preview image in the answer.
asset.svg: an SVG subset drawn by an in-tree rasterizer (format/svg) for tiles, UI and icons.
art module: project.aego art { palette pixelsPerUnit }, the default palette and scale for drawings; Project Health HLT009 for pixel art outside the palette.
The agent prompts say to draw instead of building sprites from rectangles.
Agent runs open the asset index shared without a warning; prefab.create on a scene open in the editor goes through the prefab service, so unsaved scenes work.
scene_run with shot names xvfb when there is no display; local make ci lists untracked files outside .gitignore.
66 lines
7.1 KiB
Plaintext
66 lines
7.1 KiB
Plaintext
# Dependency exceptions: the only place where depcheck lets a broken rule through (D212).
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#
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# from -> to, variant, reason
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#
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# from: package pattern ("a/b", "a/...", "*" as one segment) or one file ("sdk/editor.go").
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# to: package pattern, or a quoted literal pattern for the semantic pass ("physics", "script.*").
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# variant: default, editor, nonative, runtime, wasm, test, test-editor, semantic, "*" or a|b.
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# reason: required. An exception that matches nothing is a violation: remove it.
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# The SDK reaches the editor from one file only.
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sdk/editor.go -> editor/..., editor, sdk.EditorHook bridge for project editor code under aego_editor; the exception is per file (D145)
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# Save sections read and write against the play world.
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contracts/persistence -> engine, *, persistence.Section takes the play world so a module section can reach its services (D259)
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# The camera contract adjusts a built view.
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contracts/camera2d -> render/view, *, camera2d.Adjuster edits the view.View that render2d built for a Camera 2D, so the camera module never names render systems (D304)
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# Test graph.
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script/... -> modules/scripting/stdlib, test|test-editor, toolchain tests run scripts against the whole library (aego/scene), which the language layer cannot install (D203)
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script/... -> modules/input, test|test-editor, toolchain tests run scripts against aego/input, which the input module owns (D234)
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# Semantic pass.
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ui/widgets/color.go -> "color", semantic, the colour field parses hex and channel input into colours and draws the grey checkerboard behind transparent swatches, which is not a theme colour (D345)
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... -> "script*", semantic, the scripting module ID equals the language name: asset kind, keyword, highlight class, problem category, service IDs script.runtime and script.events (D160)
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asset/... -> "audio", semantic, the artifact kind and importer ID of sound files equal the audio module ID (D310)
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asset/importers/animclip -> "ANM*", semantic, the importer reports ANM001–ANM003 for clips it cannot read, the codes the animation module documents (11a1)
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asset/importers/animctrl -> "ANC*", semantic, the importer reports ANC001–ANC003 and ANC005 for controllers it cannot read, the codes the animation module documents (11a2)
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scene/mutate -> "ANM*", semantic, the clip document reports the problems of an edited clip with the codes the importer gives them (11a3)
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editor/panels/animator -> "animation*", semantic, the Animator panel finds Animators by the registered name; without the module it shows its empty state (11a3e)
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editor/panels/animation -> "animation*", semantic, the Animation panel shares the module's id and finds Animation Players and Animators by their registered names; without the module it shows its empty state (11a3)
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scene/mutate -> "ANC*", semantic, the controller document reports the problems of an edited controller with the codes the importer gives them (11a3)
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asset/importers/audio -> "AUD*", semantic, the importer reports AUD001 for files it cannot read, the code the audio module documents (D310)
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script/types -> "audio", semantic, AssetRef<Clip> names the audio artifact kind, as AssetRef<Texture> names texture (D310)
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editor/core/workspace/workspace.go -> "audio.mixer", semantic, the panel ID audio.mixer in the Audio workspace preset names the mixer panel of the audio module (D325)
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engine/recorder -> "animation", semantic, the record kind animation is written by the animation module (11a1)
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engine/recorder -> "audio", semantic, the record kind audio is written by the audio module (D326)
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engine/recorder -> "gameplay", semantic, the record kind gameplay is written by the gameplay module (10d2)
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anim -> "gameplay", semantic, the event mode gameplay in .aeanim marks events that fire in the simulation, not the gameplay module (11a1)
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render/... -> "debug*", semantic, render/debug is the line backend that modules/debug drives; the debug pass, shader, depth pipeline and font names predate the module and are not module references (D231)
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schema/... -> "display", semantic, the export attribute and struct tag key for a display name predate the display module (D238)
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asset/importers/preset -> "engine.Script", semantic, a preset file keeps a script attachment under the core script component name, which the importer reads without the scene layer (D282)
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editor/core/workspace/layouts.go -> "audio", semantic, the built-in Audio workspace ID is a layout name, not a reference to the audio module (D278)
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editor/core/state/state.go -> "camera", semantic, the "camera" key of the field Doc.Camera in editor/core/state/state.go (editor camera of the scene view) predates the camera module and does not name it; remove this line when that key is renamed (D304)
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audio/codec/wav -> "data", semantic, "data" is the RIFF chunk ID of the WAV sample data, not a reference to the data module (D309)
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script/... -> "display", semantic, the @export(display=...) attribute key and its completion predate the display module (D238)
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engine/engine.go -> "display", semantic, the startup log line labels display metrics; it is not a reference to the display module (D238)
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asset/pipeline/meta.go -> "settings", semantic, the importer settings block of .meta files predates the settings module (D237)
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platform/profile.go -> "settings*", semantic, settings.aetext is the player profile file name, not a module reference (D237)
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scene/scriptcomp -> "engine.Script", semantic, the script component is a core type (D145); the scripting module only registers it
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engine/recorder/recorder.go -> "spawn", semantic, the recorder event kind names spawn and despawn records (9.1) and predates the spawn module (D250)
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data/... -> "data*", semantic, the data module ID equals the artifact kind and document head of data assets and its decoder keys data.record and data.table (D252, D253)
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data/... -> "DAT*", semantic, the core data package reports the field checks DAT002 and DAT003 that the data module's validators publish (D256)
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save/... -> "save", semantic, the save module ID equals the document head of .aesave files (D262)
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contracts/persistence -> "save.*", semantic, the persistence contract names the save module's service, host and store IDs (D259)
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contracts/persistence -> "spawn.service", semantic, the persistence contract names the spawn service it reads through persistence.Spawner (D260)
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asset/... -> "data", semantic, the artifact kind and importer ID of .aedata files equal the data module ID (D252)
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# The Gameplay guide group is older than the gameplay module; module pages join it.
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engine/docs/groups.go -> "gameplay", semantic, the guide group id equals the gameplay module id and is not a reference to the module (D312)
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engine/i18n -> "data", semantic, engine/i18n/data is the directory of the registry text catalogs, not the data module (D348)
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engine/settings/settingsui -> "settings*", semantic, the settings view texts are translated under the settings.* catalog keys (D348)
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editor/core/play/play.go -> "update", semantic, the frame's update phase, not the update module (11i4)
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editor/panels/profiler/profiler.go -> "update", semantic, the profiler's update zone, not the update module (11i4)
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editor/core/workspace/layouts.go -> "art", semantic, the Art workspace, not the art module (11b8)
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