A state change is something the graph can react to, so the machine announces it (#53, #54, #55, #57)
game-maker / suite (push) Successful in 10m58s
game-maker / suite (push) Successful in 10m58s
Four issues that all reach for the same line: how the current state is read and written. Splitting them into four commits would mean four states of the tree that do not compile, so they arrive together. #55 start state — the machine asset carries an optional `start` holding a State node's id. Right-click a state to set or remove it, a ring in the node's title says which one it is. A dead id (the state was deleted) reads as "no start", so nothing has to clean up after a deletion. #53 entered/exited — `On state entered` and `On state exited`, one exec output per state. Every change now goes through a single `setState` that reports it; BehaviorSystem delivers it after the exec flow that caused it, `exited` of the old before `entered` of the new, round after round until the queue is empty, with a cap that stops a ping-pong graph with an endless-loop error. A local machine tells the instance that switched, a global one tells every instance holding a matching event node. The start state fires `entered` too: per instance for a local machine, once per run for a global one. #57 reading — `Current state` with `name` for showing and `id` for comparing, `Is in state` with one boolean per state. Neither has a `run`, so `read` learned `def` and `lookup`, and the catalog test knows this third kind of node. #54 seeing it — during a run the state machine tab marks every state some instance is holding faintly, and the one held by the selected scene object's instance strongly. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -141,6 +141,8 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
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graph: normalizeGraph(a.graph, (def) => def.type === STATE),
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};
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if (readScope(a.scope) === 'global') machine.scope = 'global';
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// Kept as written even where it names no state any more: the same as a deleted start.
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if (typeof a.start === 'string' && a.start !== '') machine.start = a.start;
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assets.push(machine);
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} else if (type === 'shader') {
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assets.push({ id, type, name, props, graph: shaderGraphs.get(id) ?? createEmptyGraph() });
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