Build your own easing curve and use it on keys and Lerp (#247)
The built-in eases cover the usual shapes, but a game often wants its own: a coin that bounces twice, a door that overshoots and settles. A new asset type holds such a curve, and keys and the Lerp node can pick it instead of a built-in ease. - New asset type "curve": points like in Vector art, x is t and y is the value. A new curve is the straight line from (0, 0) to (1, 1). - One pure evaluation in src/core/model/curve.ts serves the timeline preview, the running game and the Lerp node. - The curve always has one value per t. The end points stay at t 0 and 1, points cannot pass each other, and a handle that reaches past its neighbour is shortened along its direction. Loading a hand-edited file applies the same rules. - Curve tab: click on the line to insert a point that keeps the shape, click on free space to put one there, drag points and handles, double-click or Delete removes, Alt-click toggles round and sharp. Every step is one undo step. - Presets: all 30 built-in eases plus Linear, fitted with adaptive subdivision. Each stays within 0.4 % of the built-in ease. - Preview: a dot runs along the curve once a second, a second dot shows only the value. The Preview button stops it. - Animation keys get "Curve" under Easing with a curve picker. Lerp gets "Curve" under Ease, and its result may overshoot b. - A missing or unpicked curve runs linear. The inspector says so, the node shows it as a problem, and deleting a used curve warns with the number of keys and Lerp nodes. Tests: - ./check.sh: 180 files, 2612 tests, CHECK EXIT 0 - GM_STEPS=1-6,25,53: ALL PASSED, 309 checks - New e2e module 53 with 13 checks, all with the real mouse. Expected values come from its own Bezier evaluation. - Counter-checks bite: without Bezier evaluation 4 unit tests fail, without handle clamping 2. In the browser, a key that cannot find its curve, a click that sets no point and a handle drag that moves the point all turn checks red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -12,6 +12,7 @@ import {
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trackWriteAt,
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} from '../../core/model/animation';
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import type { AnimationAsset, AnimationTrack } from '../../core/model/Asset';
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import { curveLookup } from '../../core/model/curve';
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import { instanceChildId, splitInstanceId } from '../../core/model/instance';
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import { findAsset, findAssetOf } from '../../core/model/Project';
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import type { PropertyValue } from '../../core/model/Properties';
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@@ -52,6 +53,7 @@ export class AnimationSystem implements System {
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running.sort((a, b) => a.player.order - b.player.order);
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// What the players before this one wrote this tick – a blend mixes from that value, live.
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const written = new Set<string>();
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const curves = curveLookup(world.project);
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for (const { entity, player } of running) {
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const asset = findAssetOf(world.project, player.animationId, 'animation');
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if (!asset) {
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@@ -81,7 +83,7 @@ export class AnimationSystem implements System {
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const fade = player.fade;
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const fadeShare = fade ? blendShare(fade) : 0;
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for (const b of bindings) {
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let value = trackWriteAt(b.track, b.def, head.frame, player.bases[b.base], head.reverse);
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let value = trackWriteAt(b.track, b.def, head.frame, player.bases[b.base], head.reverse, curves);
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if (value === undefined) continue;
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const below = written.has(b.base) ? b.read() : undefined;
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if (share < 1 && blends(b.def.kind)) {
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