Rapier 2D (@dimforge/rapier2d-compat 0.20) comes in as the physics engine: the editor loads it once in the background right after opening a project from its own chunk, so the main bundle grows by 0.19 KB gzip and the first frame does not wait; loadPhysics, physicsStatus and the 100 px = 1 m conversion live in src/runtime/physics/engine.ts, __gm.physics() reports the state, unit tests pin free fall and a box resting on a box, and e2e module 41 pins that Rapier is ready from its own chunk without console noise (#145)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Successful in 6m12s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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adminandClaude Opus 5 committed 2026-09-18 16:56:47 +02:00
1 parent 6d7d0005cf
commit d02bcca266
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@@ -6,6 +6,7 @@ import { findAsset, findAssetOf, findObjectHolder } from '../core/model/Project'
import type { FrameRect } from '../core/model/texture';
import { findLayer } from '../core/model/tilemap';
import { effectiveScale, gameClock } from '../core/time';
import { physicsStatus } from '../runtime/physics/engine';
import {
activeDrag,
afterFrames,
@@ -641,6 +642,7 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
sceneSelect: () => ({ ...centreOf(editor.sceneButton), enabled: editor.sceneButton.enabled }),
/** Behaviors running without Play (`Run in editor`), and how long they have been at it. */
editorRun: () => editor.editorRunInfo(),
physics: () => physicsStatus(),
/** Rows the hierarchy shows – collapsed subtrees are not in here. */
hierarchyOrder: () => hierarchy.rowOrder(),
hierarchyChevron: (id: string) => hierarchy.chevronPosition(id),