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)
game-maker / gate (push) Successful in 2m4s
game-maker / suite (push) Successful in 7m26s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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adminandClaude Opus 5 committed 2026-09-20 18:54:12 +02:00
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commit ffdf0a8ddb
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@@ -619,6 +619,22 @@ export class BehaviorSystem implements System {
world.noteRay(from, hit?.point ?? pointAlong(from, direction, length), Boolean(hit));
return hit ? { ...hit, object: bodyOf(hit.collider) } : null;
},
raycastAll: (from, direction, length, { ignore, triggers, layers, maxHits }) => {
const hits =
this.collisions?.raycastAll(
world,
from,
direction,
length,
{ ignore: resolve(ignore) ?? null, triggers, layers },
maxHits,
) ?? [];
// Drawn to the last thing it met, not to the first: that is how far this ray looked.
const last = hits[hits.length - 1];
const end = last ? last.point : pointAlong(from, direction, length);
world.noteRay(from, end, hits.length > 0);
return hits.map((hit) => ({ ...hit, object: bodyOf(hit.collider) }));
},
ignoreOneWay: (target, seconds) => {
const found = resolve(target);
if (found) world.ignoreOneWay(found, seconds);