Fourth step of the editor.ts decomposition. Pulls the engine→store
selection-and-outliner sync surface out of Editor into a dedicated
module.
SelectionBridge owns:
selected (current inspected object)
last_selected_sum (frame-to-frame transform-change check)
Methods take their dependencies as method arguments / closure-based
deps — no `editor` reference, no `import type Editor`, no circular
import. Constructor takes:
getSceneManager: () => SceneManager | undefined (lazy — created later)
cameraName: string
version: number
Methods:
setSelected, publishSelect, updateSelectedUI, refreshOutliner,
updateOutliner, getAssetType, getCharactersByUuid, isCharacterUuid.
Editor exposes the bridge as `editor.selection` and constructs it in
its constructor. Three facades stay on Editor for the external callers:
editor.publishSelect() — actions/selectObject.ts, helper.ts
editor.updateOutliner() — actions/add{Object,Character,Shape}.ts
editor.updateSelectedUI() — helper.ts
ControlPanelSceneObject reads `editor.selected` via a forwarding getter
that returns this.selection.selected.
The four near-identical "render_outliner + setOutlinerItems" snippets
that used to live in Editor.initialize / newScene / loadScene /
deleteObject collapse into one place: selection.refreshOutliner().
Dead code removed during the move:
- outliner_feature_flag was hardcoded `true` (with `// TODO REMOVE`),
making the false-branch fallback paths in updateSelectedUI /
publishSelect unreachable. Field and all `if` branches dropped.
- Editor.last_selected: passed by value to MouseControls (which
immediately overwrites it with []), and helper.ts wrote to it but
nothing read. Pure write-only dead state.
- The `return 0` on a void-returning method that triggered the
"Not all code paths return a value" typecheck error — gone with
updateSelectedUI's body.
- Unused AssetType / ClipGroup imports in editor.ts.
helper.ts updates:
- removeTransformControls drops the dead last_selected write.
- switchCameraView and deleteObject now write
editor.selection.selected (instead of editor.selected) so the
forwarding getter still surfaces the current value.
Net: editor.ts down to ~1074 LOC. Typecheck baseline drops by 1
(the void-return error is gone).
The IDE for artists.
ArtCraft
ArtCraft is the IDE for interactive AI image and video creation. We turn prompting into crafting, so your ideas become a form of tangible expression and computing. This is Adobe Photoshop for everyone, and we're giving away the source code!
Show, Don't Tell: Advanced Crafting Features
Text-to-image is great, but artists need control. It's important to know what your image will look like before you generate it, and it's vitally important to achieve consistency and repeatability.
Note: all of the above videos were generated for free with Grok Video; the cost to build this README was negligible.
Quick and Easy Prompting
We haven't abandoned text-to-asset generation for quick prototyping and ideation. We support every popular workflow in a first class fashion.
Models and Providers Supported within Artcraft
| Provider | Features |
|---|---|
| Artcraft | Nano Banana, Nano Banana Pro, GPT-Image-1 / 1.5, Seedance 1.0 Lite / 1.5 Pro / 2.0, Seedream 4 / 4.5, Flux 1.1 / Kontext, Veo 2 / 3 / 3.1, Kling 1.6 / 2.1 / 2.5 / 2.6, Sora 2 / Pro, Hunyuan 3d 2 / 3 |
| Grok | Grok Imagine, Grok Video |
| Midjourney | Image Gen (all versions) |
| Sora | Sora 1, Sora 2, GPT-Image-1 |
| WorldLabs | Marble (Gaussian Splat World Generation) |
We're going to be adding the following providers soon: Kling (via Kling website accounts), Google (via API keys), Runway (via website account), Luma (via website account).
We're potentially interested in adding other aggregators for those who already have subscriptions and credits at those providers, for example: OpenArt, FreePik, etc.
Downloads
- Visit our website for the stable Windows and MacOS releases
- Or you can grab a more recent Windows and MacOS build directly
- Linux requires building from source for now
