Let a shader declare a color the sprite sets (#298)
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Successful in 14m11s

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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adminandClaude Opus 5.5 committed 2026-10-03 11:43:54 +02:00
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@@ -45,7 +45,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1703 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1704 checks (GM_STEPS=20 for one step)
# every tool signs in first – see the Accounts page
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs