Textures: Linear/Nearest labels; prove the filter pass does not resample pixel art (#68)
game-maker / suite (push) Successful in 8m13s
game-maker / suite (push) Successful in 8m13s
Dropdown labels are now Linear (default) and Nearest; the stored values linear/nearest are unchanged, old project files load as before. e2e 12c-ii measures in Play at camera zoom 1.37 (screen scale 1.434): a Nearest edge sampled across seven pixels is byte-identical with and without a neutral Adjust colors shader, and brightness 0.5 on the same path darkens, so the pass really runs there. New hook __gm.gameRect(id). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -37,7 +37,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 720 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 723 checks (GM_STEPS=20 for one step)
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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node tools/seed-actor.mjs && node tools/smoke-actor.mjs
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