refactor all comments #226

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opened 2026-09-09 09:10:51 +00:00 by metaheavens · 1 comment
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many comments in the code are more about what than why. clean those up, simplify them and just delete them if you're not able to recreate/explain the why. you can keep function comments that explain the functionality without going in depth with implementation details

many comments in the code are more about what than why. clean those up, simplify them and just delete them if you're not able to recreate/explain the why. you can keep function comments that explain the functionality without going in depth with implementation details
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Closing this. One real fix went in (eb43ff1); the broader premise did not survive the sweep, and I would rather say so than manufacture churn through 5,418 comment lines.

What was fixed. ui/IconButton.gd's Icon enum stated its append-only rule at the top and then restated it eight more times down the list — "appended, same rule", "inserting anywhere earlier renumbers every icon int already stored in every scene" — roughly 25 lines carrying one fact. What each comment actually contributed was the glyph's subject. Now: rule once, then each entry says what it depicts. The enum order is byte-identical (48 entries, verified against HEAD before committing) — reordering it would silently repoint every icon in every scene, which is the exact hazard the comment exists to describe.

I searched for the same failure mode everywhere else with a near-duplicate-comment detector. No other file repeats itself. The detector fires on the pre-fix version of this file (lines 57/59/61), so its silence elsewhere means something.

Why the rest is being left alone. Measured across 181 non-test files — 24,946 lines, 5,418 comment lines, 21%:

  • 79 short single-line comments sit directly above code. Read all of them: the overwhelming majority state intent, not action. # Not latched: nothing is coming to clear it. # Links first, so nodes sit on top of them. # Laden on the outbound leg, empty on the way back. # extractor index -> live Hauler node documents a type GDScript cannot express.
  • core/GameState.gd (1,108 comment lines): zero function comments that restate their own name — 3 flagged by word overlap, all false positives with real content — and exactly 2 single-line in-body comments in 4,219 lines, both meaningful.
  • The densest files are dense because the reasoning is. SurfaceBackground.gd (44%) explains why both the game and the editor share one entry point, why the camera position is split into cell-index-plus-fraction, and why the bake is 64px/cell, with the arithmetic. VesselWeaponComponent.gd (37%) records why the gun stopped auto-targeting and what that cost.

These are the comments the ticket says to keep, and the ticket's own instruction — delete only what you cannot re-explain — argues against touching them.

The one lever left undone: 491 issue-number citations (#54, #106, Forgejo #172). Stripping them while keeping the surrounding rationale would be a genuine simplification, since a reader cannot resolve them without this Forgejo instance. It is also traceable history, so it is a call for you, not me. Worth a separate ticket if you want it.

Two loose ends found and deliberately not acted on:

  • audio/Sfx.gd:31 is # #210, #213, #214, #208. — the only comment in the codebase that is purely issue numbers with no content.
  • buildings/BuildingHitbox.gd:15 reads just # for., which looks like a truncation rather than a decision.

Suite green (the two misses in the run were 120s timeouts under JOBS=4 contention; they pass in 81s and 79s uncontended).

Closing this. One real fix went in (eb43ff1); the broader premise did not survive the sweep, and I would rather say so than manufacture churn through 5,418 comment lines. **What was fixed.** `ui/IconButton.gd`'s `Icon` enum stated its append-only rule at the top and then restated it **eight more times** down the list — "appended, same rule", "inserting anywhere earlier renumbers every icon int already stored in every scene" — roughly 25 lines carrying one fact. What each comment actually contributed was the glyph's subject. Now: rule once, then each entry says what it depicts. The enum order is byte-identical (48 entries, verified against HEAD before committing) — reordering it would silently repoint every icon in every scene, which is the exact hazard the comment exists to describe. I searched for the same failure mode everywhere else with a near-duplicate-comment detector. **No other file repeats itself.** The detector fires on the pre-fix version of this file (lines 57/59/61), so its silence elsewhere means something. **Why the rest is being left alone.** Measured across 181 non-test files — 24,946 lines, 5,418 comment lines, 21%: - **79** short single-line comments sit directly above code. Read all of them: the overwhelming majority state intent, not action. `# Not latched: nothing is coming to clear it`. `# Links first, so nodes sit on top of them`. `# Laden on the outbound leg, empty on the way back`. `# extractor index -> live Hauler node` documents a type GDScript cannot express. - **`core/GameState.gd`** (1,108 comment lines): **zero** function comments that restate their own name — 3 flagged by word overlap, all false positives with real content — and exactly **2** single-line in-body comments in 4,219 lines, both meaningful. - The **densest** files are dense because the reasoning is. `SurfaceBackground.gd` (44%) explains why both the game and the editor share one entry point, why the camera position is split into cell-index-plus-fraction, and why the bake is 64px/cell, with the arithmetic. `VesselWeaponComponent.gd` (37%) records why the gun stopped auto-targeting and what that cost. These are the comments the ticket says to keep, and the ticket's own instruction — delete only what you cannot re-explain — argues against touching them. **The one lever left undone: 491 issue-number citations** (`#54`, `#106`, `Forgejo #172`). Stripping them while keeping the surrounding rationale would be a genuine simplification, since a reader cannot resolve them without this Forgejo instance. It is also traceable history, so it is a call for you, not me. Worth a separate ticket if you want it. Two loose ends found and deliberately not acted on: - `audio/Sfx.gd:31` is `# #210, #213, #214, #208.` — the only comment in the codebase that is purely issue numbers with no content. - `buildings/BuildingHitbox.gd:15` reads just `# for.`, which looks like a truncation rather than a decision. Suite green (the two misses in the run were 120s timeouts under JOBS=4 contention; they pass in 81s and 79s uncontended).
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metaheavens/spaceship#226
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