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Editor checkpoint: turnout domain service, web->editor rename, Id-1 templates
Checkpoint of the editor branch so work isn't carried loose across a branch switch. Builds. - maj0sted turnout geometry moved into the domain: domain::lay_turnout lays the diverging path (pre-blade lead, blade at beta, arc of alfa-beta, frog rail) and solve_junction is a thin adapter onto it. - the maj0sted web/ tree renamed to editor/ (namespace and paths) - there is no WASM here, it's plain native C++ the editor calls. - click places the switch at its start (początek rozjazdu); the branch's leaving straight is locked tangent to the frog; switches can be slid along the through track and flipped L/P. - Polish turnout templates carry catalogue length (Id-1-consistent lengths), plus blade-angle and pre-blade fields (left 0 until the catalogue figures are in). - TURNOUT_SPEC.md: the Bezier-based runtime/model contract. - also folds in other pending branch changes (scenery, tests) to leave a clean tree.
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@@ -40,6 +40,10 @@ state_serializer::deserialize_begin( std::string const &Scenariofile ) {
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// its sections, which those chunks referenced) is destroyed below
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EditorTerrain.reset();
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// groups hold raw pointers into the region; wipe them before the region goes away so a reload
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// cannot walk dangling nodes in update_map() / erase()
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scene::Groups.clear();
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// TODO: move initialization to separate routine so we can reuse it
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SafeDelete( Region );
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Region = new scene::basic_region();
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