Add in-game editor MVP: EditorCore + 2D tile/object editing
Implements the in-game editor's shared, data-native core and a Control-based UI on top of it, per docs/architecture/editor.md §7.1/§7.2, scoped to 2D per §8's own risk mitigation (the default world is flat, CHUNK_SIZE_Z=1 -- no 3D gizmos here). EditorCore (scripts/editor/): - ChunkEditorModel wraps a ChunkDataDecoder.ChunkPayload directly (no parallel data model) and adds a TileLayerData.set_tile() mutator alongside the existing get_tile(). - EditorUndoRedoStack wraps Godot's built-in UndoRedo (game-usable, not the editor-only EditorUndoRedoManager) so every mutation is a real, revertible do/undo Callable pair over ChunkEditorModel's raw setters. - SelectionManager tracks the selected object id as UI state, deliberately outside the undo/redo stack. - ToolRegistry + 5 tools (BrushTool, ObjectPlaceTool, SelectTool, EraseTool, TransformTool -- the 5th covers move/rotate/scale, which the doc's tool list doesn't literally name but the task requires) is the single choke point every mutation goes through. - EditorObjectCatalog (assets/editor/object_catalog.json) is a new, small "placeable object" catalog -- AvatarCatalog and SpawnCatalog were checked first and are both scoped to other concerns, so this mirrors their loading convention rather than reusing either. InGameEditor UI (scripts/editor/ui/): EditorViewport (2D top-down tile grid + object dots), EditorToolbar, PalettePanel, InspectorPanel, wired together in InGameEditor. Built from Control nodes in code (matching game.gd's existing dynamic-UI convention) rather than a hand-authored .tscn. Entry point: game.gd gates build mode behind a new toggle_build_mode input action (F2), freezing the player and opening a fresh empty ChunkEditorModel. Loading a *real* chunk from the backend for editing, and saving edits back, are explicitly out of scope -- a sibling task owns the batch-PUT/conflict-handling save path (world_persistence_impl.md). Verification: scripts/smoke_test_editor_core.gd decodes a real backend fixture (backend/tests/fixtures/chunks/simple_tile_chunk.bin), drives place/move/rotate/scale/delete/paint/erase entirely through EditorCore.use_tool()/ToolRegistry (never touching ChunkEditorModel's raw setters directly), undoes and redoes every step, and round-trips the result through encode_binary()/decode_binary() to prove the edited model stays a valid, byte-compatible ChunkPayload. 69/69 assertions pass. Full existing Godot smoke suite (16 other scripts/smoke_test_*.gd, backend + dedicated-server-dependent ones included) still passes with no regressions. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y2FESCaMXeJpC9gSctiEeD
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class_name PalettePanel
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extends VBoxContainer
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## Catalog-sourced object palette (docs/architecture/editor.md §7.2
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## `PalettePanel`). Lists every id in an `EditorObjectCatalog` and emits
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## which one the player picked; `InGameEditor` remembers it as the pending
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## `catalog_id` for the next `ObjectPlaceTool` placement.
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signal object_selected(catalog_id: String)
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var _list: ItemList
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var _catalog: EditorObjectCatalog = null
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var _ids: Array[String] = []
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func _init() -> void:
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name = "PalettePanel"
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func _ready() -> void:
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var header := Label.new()
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header.text = "Palette"
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add_child(header)
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_list = ItemList.new()
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_list.size_flags_vertical = Control.SIZE_EXPAND_FILL
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_list.item_selected.connect(_on_item_selected)
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add_child(_list)
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func set_catalog(catalog: EditorObjectCatalog) -> void:
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_catalog = catalog
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_refresh()
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func _refresh() -> void:
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_list.clear()
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_ids.clear()
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if _catalog == null or not _catalog.is_loaded():
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return
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for id in _catalog.get_all_ids():
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var entry := _catalog.resolve(id)
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var label: String = entry.get("display_name", id)
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_list.add_item(label)
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_ids.append(id)
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func _on_item_selected(index: int) -> void:
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if index < 0 or index >= _ids.size():
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return
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object_selected.emit(_ids[index])
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func get_selected_catalog_id() -> String:
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var selected: PackedInt32Array = _list.get_selected_items()
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if selected.is_empty():
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return ""
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return _ids[selected[0]]
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