Move the shader test sprite off a name plate so CI passes again
game-maker / gate (push) Successful in 3m8s
game-maker / suite (push) Successful in 9m24s

Every suite run since 50bddf6 failed the same 14 pixel checks in step
28. The test sprite sat right of the camera, where the Crate pair
container from an earlier step has its symbol. Since 50bddf6 names
stand on dark plates, and that plate reaches into the sprite's upper
left corner. The thin grey name before let the sampled pixels through.
The plate covers them.

- The sprite now sits up left of the camera (-190, -105 instead of
  +180, +100), a spot no earlier step fills.
- The guard that samples a 9x9 grid over the sprite stays. It named
  the plate as -0.4,-0.3:#1b2f57, the sprite blue under a 70 percent
  near-black plate.
- The app is right: symbols and their names draw above objects.

Tests:
- Reproduced in the CI image with an empty data folder, GM_STEPS=1-28:
  the same 14 FAILs with the same colours as CI tasks 303 to 313.
- Full CI job in the CI image after the move: ALL PASSED, 1385
  checks, smokes 24 / 19 / 21, E2E EXIT 0, SMOKES EXIT 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-25 16:34:10 +02:00
1 parent 21d7149756
commit 17a6fd0339
1 file changed
+3 -1
+3 -1
View File
@@ -192,7 +192,7 @@ export async function shader(t) {
project.assets.push(sprite);
const scene = __gm.state.activeScene;
const cam = scene.objects.find((o) => o.id === 'o3').position;
scene.objects.push({ id: 'oshade', assetId: 'shade-sprite', name: '', position: { x: cam.x + 180, y: cam.y + 100, z: 950 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', instanceEdits: {} });
scene.objects.push({ id: 'oshade', assetId: 'shade-sprite', name: '', position: { x: cam.x - 190, y: cam.y - 105, z: 950 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', instanceEdits: {} });
__gm.state.select(null)`);
await sleep(600);
// The pixels are the scene view's; the tab is still the shader's.
@@ -212,6 +212,8 @@ export async function shader(t) {
// The step parks the sprite away from the camera for that reason: symbols draw above objects, and
// by this point the earlier steps have left containers and colliders around the origin. Without
// this guard their outlines show up as a wrong colour in whichever check happens to sample them.
// Since names stand on plates, a plate covers what a thin name let through: the sprite sat right
// of the camera once, where the Crate pair container's plate reaches into it, so it sits up left.
const dirty = [];
for (let fx = -0.4; fx <= 0.401; fx += 0.1)
for (let fy = -0.4; fy <= 0.401; fy += 0.1) {