Let a shader declare a color the sprite sets (#298)
A shader could only ask its sprites for numbers. A tint, an outline colour or a glow colour had to be built from three Property nodes. - New node Color property next to Property: Name and Default (a colour, white unless picked), output `color`. It becomes a colour row below the Shader dropdown and a vec3 uniform in the program. - Number and colour properties share one set of names. A clash is the existing "Another property is named" problem. - Like Color it cannot feed the Vertex output. - Placed from the palette it is called tint, then tint2. - The preview in the Shader tab shows a colour field for it. Like the sliders it starts at the sprite's value and never writes into the project. - `declaredRows` takes the row builder, so the particle graph keeps its number rows unchanged. Tests: - Gate: 222 files, 3452 tests (3445 + 7) - e2e 28: 89 checks (28l-v: default colour drawn, then the colour the sprite sets) - e2e total 1704, counted (1703 + 1) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -45,7 +45,7 @@ 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, 1703 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1704 checks (GM_STEPS=20 for one step)
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# every tool signs in first – see the Accounts page
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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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