The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -0,0 +1,73 @@
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import { ALL_LAYERS, layerMaskOf } from '../../../model/collisionLayers';
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import type { RayOutcome } from '../../NodeContext';
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import type { NodeDef } from '../../NodeRegistry';
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import { asBoolean, asNumber, type ValueList } from '../../values';
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import { exec, int, list, num, withDefault } from '../shared';
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import { RAY_LAYERS_PARAM } from './Raycast';
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/**
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* The hits as parallel lists: item 0 of every list is the nearest hit, item 1 the next, and so on
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* (#157). Lists rather than one flow run per hit, because that is what the list nodes already work
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* with – `Count`, `Item at`, `Sub list` – and it needs no record type the graph does not have.
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*/
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const listsOf = (hits: readonly RayOutcome[]): Record<string, ValueList | number> => ({
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objects: hits.map((hit) => hit.object),
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colliders: hits.map((hit) => hit.collider),
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pointsX: hits.map((hit) => hit.point.x),
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pointsY: hits.map((hit) => hit.point.y),
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normalsX: hits.map((hit) => hit.normal.x),
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normalsY: hits.map((hit) => hit.normal.y),
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distances: hits.map((hit) => hit.distance),
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count: hits.length,
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});
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export const RaycastAll: NodeDef = {
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type: 'RaycastAll',
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label: 'Raycast all',
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category: 'action',
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description:
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'Casts a ray like Raycast, but says everything it meets instead of only the first: the lists ' +
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'come out sorted by distance, one item per hit, and "item at" the same index in each of them ' +
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'belongs to the same hit. A collider counts once, however many pieces it is made of; a tilemap ' +
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'once per cell the ray goes through. "max hits" above 0 keeps that many of the nearest.',
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inputs: [
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exec(),
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num('fromX', 'from x'),
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num('fromY', 'from y'),
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withDefault(num('dirX', 'dir x'), 1),
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num('dirY', 'dir y'),
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withDefault(num('length'), 1000),
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int('maxHits', 0, 'max hits'),
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],
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outputs: [
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exec(),
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num('count'),
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list('objects'),
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list('colliders'),
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list('pointsX', 'points x'),
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list('pointsY', 'points y'),
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list('normalsX', 'normals x'),
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list('normalsY', 'normals y'),
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list('distances'),
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],
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params: [
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{ key: 'ignoreOwner', label: 'Ignore owner', kind: 'boolean', default: true },
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{ key: 'triggers', label: 'Hit triggers', kind: 'boolean', default: false },
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// The same param as `Raycast` carries, so both nodes are filtered the same way (#158).
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{ key: RAY_LAYERS_PARAM, label: 'Layers', kind: 'layers', default: ALL_LAYERS },
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],
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run: (ctx, inputs, params) => {
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const hits = ctx.raycastAll(
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{ x: asNumber(inputs.fromX), y: asNumber(inputs.fromY) },
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{ x: asNumber(inputs.dirX), y: asNumber(inputs.dirY) },
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asNumber(inputs.length),
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{
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ignore: asBoolean(params.ignoreOwner ?? true) ? (ctx.owner ?? ctx.self) : null,
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triggers: asBoolean(params.triggers ?? false),
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layers: layerMaskOf(params[RAY_LAYERS_PARAM] ?? ALL_LAYERS),
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maxHits: Math.max(0, Math.floor(asNumber(inputs.maxHits))),
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},
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);
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return { next: 'exec', outputs: listsOf(hits) };
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},
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};
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@@ -1,5 +1,5 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { asListItem, asNumber } from '../../values';
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import { asNumber, asValueItem } from '../../values';
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import { any, int, list } from '../shared';
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/** Same order of magnitude as the interpreter's step limit – a typo in `count` must not eat memory. */
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@@ -15,6 +15,6 @@ export const Fill: NodeDef = {
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params: [],
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run: (_ctx, inputs) => {
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const count = Math.min(MAX_ITEMS, Math.max(0, Math.floor(asNumber(inputs.count))));
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return { outputs: { result: new Array(count).fill(asListItem(inputs.value)) } };
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return { outputs: { result: new Array(count).fill(asValueItem(inputs.value)) } };
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},
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};
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@@ -1,6 +1,6 @@
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import { sameValue, untag } from '../../../model/Properties';
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import type { NodeDef } from '../../NodeRegistry';
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import { asList, asListItem } from '../../values';
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import { asList, asValueItem, isEntity } from '../../values';
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import { any, list, num } from '../shared';
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export const IndexOf: NodeDef = {
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@@ -14,9 +14,15 @@ export const IndexOf: NodeDef = {
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// Compared by content, not by identity: two equal structs are never the same object. A color item
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// is compared as its number, or searching a list of colors with one would never find it.
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run: (_ctx, inputs) => {
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const wanted = untag(asListItem(inputs.value));
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const wanted = asValueItem(inputs.value);
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// Two objects are the same one or they are not – there is no content to compare (#157).
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if (isEntity(wanted))
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return { outputs: { index: asList(inputs.list).findIndex((item) => item === wanted) } };
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const value = untag(wanted);
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return {
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outputs: { index: asList(inputs.list).findIndex((item) => sameValue(untag(item), wanted)) },
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outputs: {
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index: asList(inputs.list).findIndex((item) => !isEntity(item) && sameValue(untag(item), value)),
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},
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};
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},
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};
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@@ -1,6 +1,6 @@
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import { untag } from '../../../model/Properties';
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import type { NodeDef } from '../../NodeRegistry';
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import { asList, asNumber } from '../../values';
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import { asList, asNumber, isEntity } from '../../values';
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import { any, int, list } from '../shared';
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export const ItemAt: NodeDef = {
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@@ -14,7 +14,11 @@ export const ItemAt: NodeDef = {
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run: (_ctx, inputs) => {
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const items = asList(inputs.list);
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const i = Math.floor(asNumber(inputs.index));
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return { outputs: { item: untag(items[i]) ?? 0 } };
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const item = items[i];
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// An object comes out as the object it is, not as its name: that is the point of a list of
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// objects, as `Raycast all` hands one out (#157).
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if (isEntity(item)) return { outputs: { item } };
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return { outputs: { item: untag(item) ?? 0 } };
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},
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params: [],
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};
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@@ -1,6 +1,6 @@
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import { itemLike } from '../../../properties/listItems';
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import type { NodeDef } from '../../NodeRegistry';
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import { asList, asListItem, asNumber } from '../../values';
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import { asList, asNumber, asValueItem, isEntity } from '../../values';
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import { any, int, list } from '../shared';
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export const SetItem: NodeDef = {
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@@ -17,7 +17,10 @@ export const SetItem: NodeDef = {
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const next = [...items];
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// The slot keeps its kind: writing a number into a color item leaves a color behind, the same
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// way writing into a number variable leaves a number (see `asTypeOf`).
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next[i] = itemLike(items[i], asListItem(inputs.value));
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const value = asValueItem(inputs.value);
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const slot = items[i];
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// An object has no kind to keep and none to take on, so it is written as it is (#157).
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next[i] = isEntity(value) || isEntity(slot) ? value : itemLike(slot, value);
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return { outputs: { result: next } };
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},
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params: [],
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@@ -16,6 +16,7 @@ import {
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} from './action/physicsNodes';
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import { PlaySound } from './action/PlaySound';
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import { Raycast } from './action/Raycast';
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import { RaycastAll } from './action/RaycastAll';
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import { RestartGame } from './action/RestartGame';
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import { SetPosition } from './action/SetPosition';
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import { Spawn } from './action/Spawn';
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@@ -221,6 +222,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
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SetAngularVelocity,
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SetGravity,
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Raycast,
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RaycastAll,
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IgnoreOneWay,
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Spawn,
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Destroy,
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@@ -15,12 +15,12 @@ export const any = (key: string, label = key): PortDef => ({ key, label, type: '
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export const withDefault = (port: PortDef, value: PropertyValue): PortDef => ({ ...port, default: value });
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/** A whole-number input (an index, a count): its field shows no decimals, the node floors it anyway. */
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export const int = (key: string, value = 0): PortDef => ({
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export const int = (key: string, value = 0, label = key): PortDef => ({
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key,
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label: key,
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label,
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type: 'number',
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default: value,
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field: { key, label: key, kind: 'number', default: value, step: 1, decimals: 0 },
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field: { key, label, kind: 'number', default: value, step: 1, decimals: 0 },
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});
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/** Outputs of the three collision events: the other body, its collider and the own collider. */
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