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feuerwerk
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Tell On timer how late its frame is, so time minus late is exact (
#224
)
feuerwerk #165
:
Commit
6fecb2e841
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meleki
main
2026-09-24 07:54:23 +02:00
9m22s
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Let the game view show the picture at a chosen scale (
#225
)
feuerwerk #163
:
Commit
9ef360ba1b
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meleki
main
2026-09-24 07:12:24 +02:00
9m29s
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Keep the texture tab smooth with many collision outlines (
#220
)
feuerwerk #153
:
Commit
fd6af84474
pushed by
meleki
main
2026-09-23 16:05:54 +02:00
8m37s
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Focused text fields show their outline on every edge (
#202
)
feuerwerk #140
:
Commit
0d207769b9
pushed by
meleki
main
2026-09-22 18:14:01 +02:00
2m15s
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Variables assets can keep their values from one run to the next (
#166
)
feuerwerk #137
:
Commit
41772e53f7
pushed by
meleki
main
2026-09-22 13:29:58 +02:00
3h5m52s
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Texture fills show in the vector tab as soon as they load (
#196
)
feuerwerk #135
:
Commit
6a2b06dd4b
pushed by
meleki
main
2026-09-21 17:55:49 +02:00
7m29s
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Pixel art can be drawn in its own tab with layers and frames (
#130
)
feuerwerk #134
:
Commit
66d6aafbb4
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meleki
main
2026-09-21 17:41:31 +02:00
7m40s
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Vector shapes can fill with gradients and textures (
#186
)
feuerwerk #132
:
Commit
592ea942d9
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meleki
main
2026-09-21 13:12:25 +02:00
7m14s
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The live dt in the graph is not always three decimals: the check in module 18 that reads the value an output last carried asked for /^0\.\d{3} dt$/, but formatNumber trims trailing zeros, so a frame of exactly 50 ms reads as "0.05" - that is why the s…
feuerwerk #113
:
Commit
defd4a86d2
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meleki
main
2026-09-20 15:43:48 +02:00
2m2s
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Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the…
feuerwerk #112
:
Commit
4f55f85ad4
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meleki
main
2026-09-20 15:39:52 +02:00
8m21s
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Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) inst…
feuerwerk #111
:
Commit
5ba796a2b6
pushed by
meleki
main
2026-09-20 14:32:55 +02:00
8m21s
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User management: signing in is required before anything is loaded, the sign-in screen is drawn in the same canvas (user name, password as bullets, Enter moves on and submits) and the editor is built only after it; the API gained auth/session, auth/logi…
feuerwerk #108
:
Commit
8e4bb6e1f9
pushed by
meleki
main
2026-09-20 12:57:22 +02:00
6m23s
View workflow file
Set gravity survives a re-read of the model during play: World.setSceneProp remembers what the run itself set on the scene and syncFromModel lays it back over the copied scene props, so a project event mid-play no longer resets the gravity to the saved…
feuerwerk #91
:
Commit
328f978d3c
pushed by
meleki
main
2026-09-18 20:13:48 +02:00
5m35s
View workflow file
Physics stage 1b: six new nodes act on dynamic bodies in play (Apply force over the frame, independent of the frame rate, Apply impulse, Set velocity, Set angular velocity, Get velocity, Set gravity for the rest of the run), a node on an object without…
feuerwerk #90
:
Commit
0ff3c8b742
pushed by
meleki
main
2026-09-18 19:25:01 +02:00
5m35s
View workflow file
An animation is previewed above its timeline: the root at the playhead, drawn but never written (
#99
)
feuerwerk #58
:
Commit
89c46c30a0
pushed by
meleki
main
2026-09-16 21:25:01 +02:00
4m56s
View workflow file
Two compilers that walk a graph the same way walk it through one emitter (
#85
)
feuerwerk #57
:
Commit
d3563897d8
pushed by
meleki
main
2026-09-16 19:31:30 +02:00
2m53s
View workflow file
A name that a sprite already owns cannot name a property, and a division by zero cannot answer (
#63
,
#64
)
feuerwerk #48
:
Commit
c990dbcb26
pushed by
meleki
main
2026-09-15 18:55:15 +02:00
11m29s
View workflow file
A game that is more than one scene needs a way from one to the next, so the graph can load one (
#39
)
feuerwerk #47
:
Commit
1e9d21cd5d
pushed by
meleki
main
2026-09-15 13:35:42 +02:00
11m6s
View workflow file
A search that ignores what a thing is called is no search, so the name wins (
#43
)
feuerwerk #45
:
Commit
3b039384c4
pushed by
meleki
main
2026-09-15 10:31:51 +02:00
10m23s
View workflow file
A shared value belongs to no behavior, so it becomes an asset of its own (
#91
)
feuerwerk #39
:
Commit
8143130ed2
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meleki
main
2026-09-14 18:15:00 +02:00
8m59s
View workflow file
A particle is a function of its age, not a thing that is stepped (
#73
)
feuerwerk #31
:
Commit
0f9e1611d1
pushed by
meleki
main
2026-09-14 05:48:54 +02:00
4m23s
View workflow file
Shader graph: Abs node, the distance from 0 per channel
feuerwerk #25
:
Commit
28c0789b19
pushed by
meleki
main
2026-09-13 18:54:34 +02:00
8m11s
View workflow file
Shader graph: Pow node, base held at 0, exponent broadcast for colours (
#80
)
feuerwerk #24
:
Commit
a399795772
pushed by
meleki
main
2026-09-13 18:37:23 +02:00
8m13s
View workflow file
Asset panel: double-click opens the tab, single click only selects (
#71
)
feuerwerk #13
:
Commit
4d9c4982eb
pushed by
meleki
main
2026-09-13 12:18:37 +02:00
8m11s
View workflow file
Adjust colors: brightness adds instead of multiplying (
#62
)
feuerwerk #6
:
Commit
a32b7c6daa
pushed by
meleki
main
2026-09-12 23:02:56 +02:00
4m2s
View workflow file
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (
#62
)
feuerwerk #5
:
Commit
42cafa7543
pushed by
meleki
main
2026-09-12 22:45:18 +02:00
4m0s
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