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Fix project open/save: list projects, reload on save, capture map
Three fixes to the project lifecycle, all e2e-covered:
- Load listed no projects. The engine's NativeListDir only ever returns files
(it never populates its directory result), so a project -- an .sdd folder --
was invisible and Open project came back empty. list_assets now gets
directories from SubDirs (which works), as the asset picker already does.
- First Save now reloads into the project, as Lua's Project:Save does for a new
project. Save As emits the reload; ReloadIntoProjectCommand builds the start
script from the in-memory ProjectManager (from_memory) rather than the
script.txt the save is still writing asynchronously, so it does not race.
- A save from a booted/loaded editor wrote a mapless start script ("No map
selected in startscript") because a full reload resets ProjectManager to
default. SaveProjectInfoCommand now captures the engine's current map and game
(via Game::get_game_map_info_owned) when the project has none, fixing both the
on-disk script and the reload.
E2E: project_round_trip (create then Load it back), project_save_as (Save As
reloads into the saved project, verified past the reload), plus large_map_create
and new_project_create assert LoadProjectCommand.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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