This website requires JavaScript.
Explore
Help
Sign In
meleki
/
feuerwerk
Watch
1
Star
0
Fork
0
Code
Issues
38
Actions
Projects
1
Wiki
Activity
All Workflows
feuerwerk
Management
Job queue
392 workflow runs
Actor
All actors
admin
meleki
Status
All status
Success
Failure
Canceled
Skipped
Waiting
Running
Blocked
Canceling
Branch
All branches
main
Snap is a magnet button in every graph and vector art tab (
#194
)
feuerwerk #124
:
Commit
90627ccf47
pushed by
meleki
main
2026-09-21 06:33:38 +02:00
7m33s
View workflow file
A vector art asset can be made and used without touching the model (
#129
)
feuerwerk #123
:
Commit
ad62a0f525
pushed by
meleki
main
2026-09-21 05:49:44 +02:00
7m24s
View workflow file
A selected vector shape has its own inspector rows (
#129
)
feuerwerk #122
:
Commit
78595ec80f
pushed by
meleki
main
2026-09-20 22:37:36 +02:00
7m45s
View workflow file
Dragging a point in the vector art tab keeps up with the mouse (
#129
)
feuerwerk #121
:
Commit
3a68067079
pushed by
meleki
main
2026-09-20 22:02:47 +02:00
7m25s
View workflow file
A vector art asset is a picture now, which is stage 2 of
#129
and the first stage that shows something in the browser: the asset sits in the picture picker, a sprite carries it in its Texture row and what the sprite shows has been rasterized from the s…
feuerwerk #119
:
Commit
6371576d37
pushed by
meleki
main
2026-09-20 20:59:32 +02:00
7m26s
View workflow file
Moving against a tilemap whose cells block with an outline no longer costs more than a whole frame: an outlined cell is its own polygon, split into convex parts, so a map that is a handful of merged rectangles when built from plain solid tiles is hundr…
feuerwerk #118
:
Commit
eac50e4194
pushed by
meleki
main
2026-09-20 19:33:27 +02:00
7m21s
View workflow file
The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from
#158
) plus "max hits" where 0 means all, and it hands back…
feuerwerk #117
:
Commit
ffdf0a8ddb
pushed by
meleki
main
2026-09-20 19:01:49 +02:00
7m26s
View workflow file
The Raycast node filters by collision layers: the node gained a "Layers" setting, a tickbox per collision layer of the project - the same field kind the collider uses for "Collides with" - and the ray only hits what sits on a ticked layer, tilemaps cou…
feuerwerk #116
:
Commit
0fdde6cb1e
pushed by
meleki
main
2026-09-20 18:23:07 +02:00
7m22s
View workflow file
Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so …
feuerwerk #115
:
Commit
ae3aa7d3bd
pushed by
meleki
main
2026-09-20 17:32:07 +02:00
7m17s
View workflow file
The undo and redo arrows read as arrows now, and the run buttons sit on the middle of the window: the first pair was a three-quarter circle with a triangle at the end of the arc, which at 16 units puts the head exactly where the arc already is - the tw…
feuerwerk #114
:
Commit
da35f10d1a
pushed by
meleki
main
2026-09-20 16:59:05 +02:00
7m18s
View workflow file
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
pushed by
meleki
main
2026-09-20 15:43:48 +02:00
2m2s
View workflow file
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
pushed by
meleki
main
2026-09-20 15:39:52 +02:00
8m21s
View workflow file
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
View workflow file
Changing the password: the Logout button at the far right of the toolbar became an Account menu that names the signed-in account in an entry of its own that cannot be picked, with Change password... above Logout, and the new dialog (src/editor/auth/Pas…
feuerwerk #110
:
Commit
c830c7a3aa
pushed by
meleki
main
2026-09-20 13:54:04 +02:00
7m18s
View workflow file
e2e 45 no longer hangs on the project name: the two checks that opened the editor compared the project's name against "E2E fixture", which is what the seeder writes locally, while CI creates the shell with the key from tools/ci/project-shells.mjs and s…
feuerwerk #109
:
Commit
1ef497fa17
pushed by
meleki
main
2026-09-20 13:34:53 +02:00
7m7s
View workflow file
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
Open asset greyed out and real tab cards: Open asset in the scene object menu is only pickable for kinds with an editor of their own, the table of which asset opens which tab moved from Editor.ts into the new module assetTabs.ts with hasAssetEditor so …
feuerwerk #107
:
Commit
60ea56a2ce
pushed by
meleki
main
2026-09-20 11:47:07 +02:00
7m0s
View workflow file
Open asset in the scene object menu: the context menu of a scene object row has an Open asset entry below Select asset that does the same as a double click on the asset in the asset panel, so it selects the asset and opens its tab; kinds without an edi…
feuerwerk #106
:
Commit
4b5b91eaaa
pushed by
meleki
main
2026-09-20 10:23:39 +02:00
6m54s
View workflow file
Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unf…
feuerwerk #105
:
Commit
e3ebf44593
pushed by
meleki
main
2026-09-19 18:43:18 +02:00
6m54s
View workflow file
Scene view symbols come from SVG files: the behavior, container, rigidbody, camera and particles icons live in src/viewport/icons/ and are changed by editing the file and running npm run build; they are bundled, parsed once and drawn into a Graphics by…
feuerwerk #104
:
Commit
1c212b1ccc
pushed by
meleki
main
2026-09-19 17:14:50 +02:00
6m49s
View workflow file
Several transitions between the same pair of states: make transition onto a state that is already connected in that direction adds another transition, which gets its own name right away (Transition 2, Transition 3, skipping names that already leave the…
feuerwerk #103
:
Commit
25ec7879a0
pushed by
meleki
main
2026-09-19 16:37:45 +02:00
6m50s
View workflow file
A state can transition to itself: make transition and a second click on the same state connects a self transition, taking it fires On state exited and then On state entered every time, for local and global machines, while Set state into the current sta…
feuerwerk #102
:
Commit
010b6a7f6c
pushed by
meleki
main
2026-09-19 16:16:51 +02:00
6m45s
View workflow file
Tabs are open documents: Scene, Game and Plugins stay as fixed tabs, every other asset opens in its own tab (double click or Enter in the asset panel, on creation, from the list button), several assets of one kind can be open at once, a tab is labelled…
feuerwerk #101
:
Commit
cc285af10a
pushed by
meleki
main
2026-09-19 15:56:51 +02:00
6m53s
View workflow file
Number fields drop trailing zeros: formatNumber still rounds to at most 3 decimals and then removes zeros at the end, so 100.000 reads 100 and 0.500 reads 0.5, everywhere (inspector, graph and shader nodes, duration and fps in the animation and tile ta…
feuerwerk #100
:
Commit
4f546c0e08
pushed by
meleki
main
2026-09-19 14:35:56 +02:00
6m50s
View workflow file
Each tilemap layer has its own Z: an offset added to the Z of the placed tilemap, like a child's Z to its parent, default 0 keeps the previous order (layers right after their map, in list order), a negative Z sorts a layer below the map, on a tie layer…
feuerwerk #99
:
Commit
47eea2f6e4
pushed by
meleki
main
2026-09-19 14:10:15 +02:00
6m50s
View workflow file
The one-way tolerance angle is a field: a one-way collider and a one-way tile gain One-way angle (0 to 90 degrees, default 45), a contact blocks when its normal is within that angle of the blocking side, without a value the limit is bit-identical to be…
feuerwerk #98
:
Commit
5385d9e152
pushed by
meleki
main
2026-09-19 13:20:21 +02:00
6m50s
View workflow file
The scene view outlines a tilemap's collision only along its outer edges: where two pieces meet, their shared stretch runs once in each direction and is not drawn, so an autotile lake is one outline without cross strokes at the quarters, merged rectang…
feuerwerk #97
:
Commit
d4ea04d4d6
pushed by
meleki
main
2026-09-19 13:01:50 +02:00
6m54s
View workflow file
One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid ti…
feuerwerk #96
:
Commit
6a31f5e0ad
pushed by
meleki
main
2026-09-19 11:43:04 +02:00
6m50s
View workflow file
Collision outlines for autotiles: a frame holds several outlines (click adds a corner to the active one, Ctrl/Cmd-click starts a new one, clicking another outline makes it active, Delete removes the active outline and never the frame in collision mode)…
feuerwerk #95
:
Commit
947a6b1977
pushed by
meleki
main
2026-09-19 02:03:07 +02:00
6m42s
View workflow file
Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to d…
feuerwerk #94
:
Commit
32057a96fc
pushed by
meleki
main
2026-09-18 23:03:11 +02:00
6m41s
View workflow file
First
Previous
...
8
9
10
11
12
...
Next
Last