Commit Graph
13 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 043c224cc3 Rename Game Maker to Feuerwerk and serve it at /feuerwerk/ (#422)
The editor gets a name of its own that fits beside Brandmauer,
Glutspeicher and Feuerwehr. This is stage 1, 2 and 4 of #422: the
name, the URL and the stored state in the browser. Repository, CI
runners, containers and the GAME_MAKER_* variables follow in stage 3.

- All paths come from SITE_PATH in src/core/site.ts: the API endpoint,
  the data folders, the play page and the base in vite.config.ts. A
  later move is one line instead of fifteen.
- The window title, the sign-in screen, the playground and the README
  say Feuerwerk. The package, __feuerwerkPlay, the take worklet and the
  writing app in Ogg and Matroska follow.
- The session cookie is now feuerwerk_session, so everyone signs in
  once more.
- localStorage keys are now feuerwerk.*. moveOldStoredKeys copies the
  old game-maker.* keys over on the first start, so settings, panel
  sizes and save games survive.
- tools/ci/serve.sh serves the build under /feuerwerk/. The variable
  GAME_MAKER_BASE_URL keeps its name until stage 3.

Outside the repository, nockal.com/feuerwerk/ is a second symlink to
the same tree. nginx sends the bare /game-maker/ folder there with a
301. Everything else under /game-maker/ is still served directly, so
shared play links and the API keep working.

Finding: when nginx redirects a path without a trailing slash or with
a query, the Brandmauer answers with its own 307 to the same URL plus
a slash, placed after the query. A play link would lose its token that
way, which is why only the bare folder is redirected.

Tests:
- Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4756 tests
  (4 new in site.test.ts).
- Counter-check: when the migration misses the old prefix, 3 of the
  4 new tests fail.
- e2e 60 under /feuerwerk/: ALL PASSED, 20 checks.
- From outside: /feuerwerk/ 200, /game-maker/ 301, an old play
  link 200.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:27:43 +02:00
adminandClaude Opus 5.5 a848cf8469 Pick a new asset from category submenus in the + menu
game-maker / gate (push) Successful in 3m48s
game-maker / suite (push) Successful in 15m0s
The + menu was one long list in two groups, placeable types and
library ones. That split is no longer wanted. The menu now lists the
categories of the asset panel, and each opens its types beside it, so
a new asset is filed where the panel shows it.

- Menu learns submenus: an entry with submenu instead of onSelect
  opens a second Menu right of the first, or left of it where the
  canvas ends. Its first entry lines up with the row that opened it.
- A submenu opens on hover or click. Resting on another entry swaps
  or closes it after 150 ms, so a pointer cutting across the rows on
  its way into a submenu does not lose it.
- The row of an open submenu stays lit, and a triangle pointing right
  marks every such row.
- A submenu has no backdrop and no Escape of its own. Popup takes a
  backdrop option for that. The first menu's backdrop and Escape
  close the whole stack, and picking an entry does the same.
- assetMenuCategories replaces assetMenuGroups and takes categories
  and their order from ASSET_GROUPS. The types are sorted by label.
- New test hooks __gm.menuSubmenus() and __gm.addMenuCategory().
  pickAssetType opens the category first, so the modules that pick a
  type through it need no change of their own. Modules 04, 10, 47,
  48, 53 and 54 open the category themselves where they read the menu.

Tests:
- Unit asset-menu: 4 green
- e2e 04: ALL PASSED, 63 checks. New: categories in panel order, each
  type once and sorted, submenu placement, hover swaps the submenu,
  picking closes menu and submenu
- Gate: CHECK EXIT 0, 261 files, 4040 tests
- The other modules that use the + menu did not run here

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 18:17:21 +02:00
adminandClaude Opus 5.5 3f12a77aea Preview a sprite at the end of its inspector, placed or as an asset
A sprite's inspector listed its rows but never showed what they add up
to. The picture, its frame, nine-slice, tint and shader could only be
judged in the scene, often far from the object being edited.

- SpritePreview draws the sprite through syncSpriteMesh, the function
  the scene draws it with. Slices, padding, tint and shader come out
  the same without a second path. syncSpriteMesh now takes only the
  three fields of a DrawItem it reads.
- The subject is resolved by previewPicture from the Shader tab, so a
  placed sprite shows its own overrides.
- previewFit is the rule for size and place: whole device pixels per
  unit from 1 on, at most 8, and the corner on a whole device pixel.
  Pixel art stays sharp. A sprite larger than the group shrinks freely.
- A shader with a Time node keeps the preview redrawing once a frame
  while it is on screen. A folded group or a hidden panel stops it.
- New test hook __gm.inspectorSpritePreview().

Finding: the preview redrew on a model change in a microtask at first.
A drawn picture whose revision moved on is retried once, in a
microtask queued by the scene's synchronous redraw. That retry ran
before the preview had let go, and the old pixel art sheet stayed
waiting (e2e 48l-iii read waiting [1,1,1]). The preview now redraws
at once on a model change, as the scene does.

Tests:
- unit: 238 files, 3592 tests (+5 in preview-fit.test.ts), and the
  group list of a placed sprite in sections.test.ts ends in PREVIEW
- e2e 48: ALL PASSED, 47 checks (+2: 48l-i asset preview with
  the frame, 48l-iii placed preview with its shader values)
- counter-checks: without whole-pixel zoom 2 unit tests fail; with
  the microtask redraw 48l-iii fails with waiting [1,1,1]

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 14:27:35 +02:00
adminandClaude Opus 5.5 3f57cf731d Keep a pixel frame worn through a shader alive while it is drawn
Changing a palette colour of pixel art flooded the console with Pixi
warnings: "[BindGroup] a 'textureSource' was destroyed while still
bound to a shader", and the same for its sampler. #293 had stopped
this for a drawing, but a frame of pixel art is worn as a cut of the
sheet. The cut has a source of its own, so the sheet looked unbound,
was freed at once and took the cut with it under the shader.

- The check whether a replaced picture is still in use gets its key
  too. TextureLibrary then asks the picture and every cut taken from
  it.
- A sheet with a bound cut waits like a bound picture did since #293,
  and both go together once the shader has taken the new frame.

Found on the way:

- The project the report came from has a sprite wearing a frame of
  an eleven-frame pixel art through a shader asset.
- A nine-sliced sprite wearing the frame showed no warning, even
  without the change. The first try of the e2e check used it.

Tests:
- Gate on melektaus-atx: 236 files, 3577 tests (+1)
- e2e 48: 45 checks (+1, sum 1741). 48l-iii puts a shader on the
  object wearing the second frame, changes a palette colour three
  times and counts the warnings.
- Counter-checks bite: without the cuts in the check the unit test
  fails, and 48l-iii counts 6 warnings for 3 changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 00:30:00 +02:00
adminandClaude Opus 5.5 3e05cbbed5 Let pixel art and vector art be nine-sliced and sorted (#308)
Nine-slice and the sort line hung on the texture frame alone. Drawing
and sorting already read both off the TextureRef every picture hands
out, but the generated pictures always said "no slice, no line". So
the feature moves from the frame to the picture, without a second
copy of any rule.

- PictureCut (border, fill, sortLine) is one type. TextureFrame
  extends it, PixelArtAsset and VectorArtAsset carry it as a whole.
  The texture file format does not change, and no migration is needed.
- The rules in texture.ts take a cut and a size: cutSortLine,
  setCutSlice, rawCutSlice and the rest replace the frame* versions.
  serialize.ts reads all three through one readCut.
- cutTarget.ts resolves a target to cut and size: a texture frame, a
  pixel frame's size or the vector canvas. It lives apart from
  texture.ts because vectorart.ts reaches texture.ts itself.
- SetSliceCommand and SetSortLineCommand take that target instead of
  (assetId, frameId). They refuse an asset that draws no picture.
- generatedRef fills slice and sortLine from the drawing. The whole
  strip of a pixel art asset with several frames gets none, it is no
  picture of that size. With one frame asset and frame are the same.
- Nine-slice scale is one shared schema row, now also on pixel art and
  vector art.
- cutSection.ts holds the NINE-SLICE and SORTING rows once. The frame
  inspector and the drawing inspector both build them.
- SheetCanvas draws a drawing's lines that are set, dashed as in the
  Texture tab. They are not dragged there, the painting tools own the
  canvas (as proposed in the issue).
- drawOrder falls back to the picture's height when a ref has no
  rect, or a sort line on vector art would have been ignored.

Tests:
- Gate: 232 files, 3542 tests (+8: drawing-cut.test.ts, and vector
  art in sort-by-y.test.ts). Three counter-proofs bite: no cut on a
  drawing, a cut on the whole strip, no height fallback.
- e2e 48: 44 checks (+1, sum 1732). 48l-ii reads red and blue where
  12-pixel borders at scale 2 put them. Without borders both spots
  read green.
- Looked at: the Pixel art tab with the lines, and the sliced sprite.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 19:53:51 +02:00
adminandClaude Opus 5.5 ca5b2db449 Keep where each divider was dragged to across a reload
game-maker / gate (push) Canceled after 2m35s
game-maker / suite (push) Canceled after 2m40s
A panel dragged wider was back at its first size after every reload.
The sizes are now kept in the browser, next to the folded groups.

- editor/panelSizes.ts holds one entry in localStorage,
  game-maker.panel-sizes: a name per divider and its width, height
  or share.
- A panel reads its size once when it is built, held to the bounds
  its divider keeps today. Every drag writes the new size.
- Kept are the columns left and right of the centre, the console,
  the split of the left column, the tilemap panel, the preview of
  the Shader, Particles and Pixel art tabs, each under its own name,
  and the split of the user management.
- The sizes belong to the browser, not to the project. They hold for
  every project opened there.
- A browser that refuses the storage, or holds rubbish under the
  entry, starts with the sizes the editor comes with.

Tests:
- Gate on melektaus-atx: 219 files, 3400 tests, CHECK EXIT 0.
- Seven new unit tests in tests/editor/panel-sizes.test.ts. All
  five counter-probes bite.
- Smokes on melektaus-atx: 24, 19 and 21, all pass.
- One new e2e check in module 48: the left column dragged 40 px
  wider is as wide after a reload, and dragged back after.
- Full suite on melektaus-atx: 1692 checks, all pass. It ran before
  the fix to the animation players of the commit before last.
- Browser counter-probe: without the write to the browser exactly
  that check fails.
- Only the left column is measured across a reload. The other
  dividers go the same way and have no check of their own.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 23:24:21 +02:00
adminandClaude Opus 5.5 393caadc9d Head the groups of the inspector with bands that fold (#290)
game-maker / gate (push) Successful in 2m39s
game-maker / suite (push) Successful in 13m10s
The groups of the inspector had a small grey label as their title, in
the same grid as a property row, so with many rows one group hardly
stood apart from the next. Now every group has a band as its head,
from edge to edge of the panel, and a click on it folds the group.

- A band runs across the padding of its column in the header colour,
  with the title and a mark that says whether the group is open. The
  titles stay as they are, as answered in the issue.
- A click on a band folds its group: the rows go, the band stays and
  the next band moves up against it. A control in the band (Open,
  + Variable, + Property) does its own job and folds nothing.
- A placed object has a group SWITCHES under its name, asset and
  parent: Enabled, Keep on scene load and the switches of a behavior.
  An asset has SWITCHES and PROPERTIES, and a group without rows is
  left out.
- The same bands head the tilemap panel, the Variables tab, the side
  of the Pixel art tab and the shape list of vector art. A list with a
  title (Layers, Frames, Shapes) folds with a click on its header,
  clear of its plus.
- ui/sections.ts holds the rules as pure functions, SectionStack is
  the column and SectionHeader the band. Every title of the inspector
  goes through addTitle or sectionHeader in inspector/host.ts.

Decided here:

- A fold is kept for good, in localStorage of this browser. The issue
  asked whether for the session or for good and the answer left it
  open.
- A fold is remembered by title, per panel. PROPERTIES folded once is
  folded on every object, asset and node. A number in a title does
  not count.
- A behavior asset has all its rows under SWITCHES. A Variables asset
  and a state machine get a group SCOPE.
- A greyed out control in a band takes the click too. Without that the
  click fell through to the band and folded the group.
- The Curve tab has no column of this kind and is unchanged.

Found on the way:

- The inspector of a sprite is taller than the 800 pixel window of
  the checks now. The hooks that hand out a row scroll it into view
  first, and module 28 scrolls before it looks for a row by its text.

Tests:
- Gate: 202 files, 3008 tests (2982 + 26), exit 0
- e2e: no complete run for this state. Modules 28 to 61 passed alone
  (749 checks). A full run was cut off in the accounts module at 1492
  passes without a failure, the modules after it and the smokes are
  missing. The sum of 1639 (1635 + 4) is reckoned, CI measures it.
- 26 unit tests in tests/editor/sections.test.ts
- Four e2e checks with a real mouse, three in module 02 and one in
  module 48
- 25 unit counter-probes all fail tests, run on stein2
- Screenshots of the bands looked at before the last build, none
  after it

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 22:08:28 +02:00
adminandClaude Opus 5.5 056a622524 Refactoring round 6: shared sheet canvas, fewer copies (#85)
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Successful in 8m55s
Recurring cleanup round. Behaviour is unchanged. Duplicated code in
src went from 27 clones with 299 lines to 6 clones with 56 lines
(jscpd, the two identical OFL licence texts not counted).

- SheetCanvas is the new base of the texture, pixel art and vector art
  canvases. It holds background, mask, hint, panning, wheel zoom, fit,
  view save and restore and the screen mapping. Pixel art keeps its
  whole-pixel panning and fixed zoom steps.
- mixColor in src/core/util/color.ts replaces three copies in
  animation, gradient and particles. It clamps t like the particle one.
- fingerprint now lives once in generated.ts, next to the revision
  contract from #185.
- MoveCommand next to RenameCommand is the base of the three reorder
  commands for tile pictures, tilemap layers and vector shapes.
- The two raycast nodes share inputs, settings and filter via rayOf.
- canvasRect() lives once in AssetTabEditor.
- Removed unused code: findPixelArt, isDrawableShape,
  GeneratedPictures.has and SnapToggle.snapping. Tests now check the
  same things through equivalent paths.
- 38 values used only in their own file lost their export.
- Three comments that told history now describe the current state.
  The bundle stayed md5-identical for those edits.
- README lists vector art, pixel art and palette, and links the two
  wiki pages.

Findings:
- PaintTilesCommand.changes is meant to prevent empty undo steps but
  has not been called since #128. The rectangle tool therefore records
  a no-op undo step when it paints the same tile over itself. Left as
  is, because fixing it changes behaviour.
- No test covered middle-click panning in any sheet tab before. 13f
  and 48a now check it.
- The default values of the ray inputs were untested. Length 1000
  could become 10 without a red test. tests/core/raycast.test.ts now
  covers it.
- CI measured 1308 editor checks at d7c0b7c, not the 1307 counted for
  #164. The sum is now 1310 (1308 + 2), computed.

Tests:
- ./check.sh: 144 files, 2143 tests, exit 0 (before 2142).
- e2e 1-16,37,39-43,47,48 fresh: ALL PASSED, 729 checks.
- e2e 1-13,47,48 with the new checks: ALL PASSED, 518 checks.
- Counter-checks, each restored via cp and cmp: halved panning fails
  both new pan checks; unclamped mix fails 1 test, no blue channel 3;
  coarser hash 3; broken reorder undo 2; triggers setting forced on 2;
  bent ray length 1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 06:57:43 +02:00
adminandClaude Opus 5 fe894c630d Pixel art tools show only useful options and remove any colour (#201)
game-maker / gate (push) Successful in 1m42s
game-maker / suite (push) Successful in 8m15s
The pixel art side bar showed every tool option all the time, the
palette used only part of the column width and "Remove" could only
drop the last colour. Now each tool shows what it needs, the palette
fills the column and any colour can be removed.

- Options per tool live in toolOptions.ts. Brush shows for pencil,
  eraser, line and unfilled shapes. Filled shapes shows for rectangle
  and ellipse. Contiguous shows for fill. Picker has none.
- All options share one row with a fixed height, so nothing below
  jumps when the tool changes.
- The palette picks its column count from the width and stretches the
  swatches until the row ends flush. At 1280 px that is 11 per row
  instead of 8.
- The colour field takes the space the two buttons leave, so "Remove"
  is no longer cut off.
- "Remove" deletes the selected colour. Pixels of that colour turn
  transparent, later indices move down by one in every image that uses
  the palette, and palette plus images change in one undo step.
  Transparent itself cannot be removed.

Decisions:
- Pixels of a removed colour become transparent, like erasing
  (chosen by the user before the build).

Findings:
- The Filled checkbox slid away under the pointer. The brush button
  sat to its left and vanished when Filled turned on, so the second
  click missed. The brush button now sits to the right, and a check
  clicks the same spot twice.
- One start-up FAIL "debug hook present" came back never in three
  later runs. It is the known start flake.

Tests:
- ./check.sh: 141 files, 2080 tests, exit 0 (before 140 / 2070)
- 10 new unit tests in tests/editor/pixel-palette.test.ts
- GM_STEPS=48 (fresh seed): ALL PASSED, 40 checks, 4 of them new
- Counter-check: indices not shifting and brush always visible make
  4 unit tests and exactly the 2 matching e2e checks fail
- Check total 1282 (1278 + 4) in README and wiki, computed

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 11:58:31 +02:00
adminandClaude Opus 5 bbbf34109b Lists duplicate, rename and edit values right in their rows
game-maker / gate (push) Successful in 2m20s
game-maker / suite (push) Successful in 8m25s
Name, opacity and Z each sat in a separate field below or beside
the list. You had to select a row first and then look elsewhere to
change it. Duplicating was a separate button or not possible at all.
Now the row itself carries everything.

- SortableList gets three optional callbacks. onDuplicate shows a
  copy button between the eye and the delete button. onRename opens
  a text field on double click, Enter or a click outside commits,
  Esc cancels, an empty name is ignored. value puts a NumberField
  into the row.
- Dragging on the number changes the value and never moves the row.
  A whole drag is one undo step, the canvas follows live.
- Copy and delete only show on the hovered and the selected row.
  Their space stays reserved, so nothing jumps on hover.
- Pixel layers: copy right above with the same pixels on all
  frames, rename, opacity in percent. The Name and Opacity fields
  below the list are gone.
- Pixel frames: copy right after, replaces the Duplicate button.
- Tilemap layers: copy with cells, Z and visibility, rename, Z in
  the row. The Name and Z fields in the panel are gone.
- Vector shapes: copy at the same place and select it, rename.
- New in core: DuplicateVectorShapeCommand,
  DuplicateTilemapLayerCommand, withLayerDuplicated and copyName
  ("X copy", "X copy 2"). copyName lives in src/core/util/names.ts
  because the model never imports from commands/.

Findings:

- Double clicking a shape that is not selected yet only selects it.
  The first click moves the list up, so the second click misses the
  name. Module 47 selects the row first.

Tests:

- ./check.sh: 138 files, 2055 tests, CHECK EXIT 0 (before 2052).
- GM_STEPS=47,48 (fresh, twice): ALL PASSED, 91 checks (before 86).
- GM_STEPS=39,40,47,48: module 40 green, 47 died on the rename
  check, which was a test fault and is fixed.
- Counter probes: a constant copyName fails the shape and pixel
  layer tests. A dead copy hit fails the copy check in 47.
- Check total 1272 in README and wiki, computed (1266 + 6).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 06:02:47 +02:00
adminandClaude Opus 5 ae0247d86f Lists add and delete items right in the list header and rows
The layer, frame and shape lists still had their add and delete
buttons scattered below the list, each in its own layout. They now
live in the shared SortableList, so every list works the same way.

- SortableList gets an optional header with the title on the left
  and a + on the right, plus an optional x per row next to the eye.
- The keepOne option hides the x on the last remaining row, so a
  pixel art image and a tilemap always keep one layer.
- Pixel art layers and frames and tilemap layers use header, + and
  x. Only Merge down and Duplicate stay below the lists.
- Vector art shapes get the x but no +. Add shape stays below the
  list and Delete shapes stays for a multi-selection.
- The section headings in the pixel art column use the same style
  as the list titles and the inspector.

Findings:

- The wait loop added to check 47i for #196 only waited for the
  right half of the shape. If the texture landed between the two
  reads, the left half was still blue and the check failed. It now
  waits for both halves.

Tests:

- ./check.sh: 138 files, 2052 tests, exit 0.
- GM_STEPS=39,40,47,48 (fresh): ALL PASSED, 156 checks (was 154).
- GM_STEPS=47,48 (fresh, final): ALL PASSED, 86 checks.
- Two new e2e checks: x on a shape (47) and x on a frame (48). The
  tilemap check in 40 now uses the x instead of Delete layer.
- Counter-check: with the x not reporting to its owner, exactly the
  two new checks fail.
- Check total 1266 in README and wiki is computed (1264 + 2).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 21:18:26 +02:00
adminandClaude Opus 5 5b9b57fd19 Layer, frame and shape lists all reorder by drag and drop
Reordering shapes by dragging worked well in the vector tab. Pixel
art layers and frames and tilemap layers still used up/down buttons.
All three lists now share one widget built from the shape list.

- SortableList in the UI toolkit, with the drag rules next to it in
  src/ui/sortable.ts. A row has an optional thumbnail, a name, a hint
  on the right and an eye toggle. Every drop is one undo step.
- The shape list is a thin wrapper around it. shapeRows.ts is gone,
  its tests moved to the new rules.
- Pixel art layers show the layer alone on the current frame, frames
  show the whole frame. Up/Down, Hide, Earlier and Later are gone.
- Tilemap layers get the eye instead of the checkbox. The per-row
  up, down and delete buttons are replaced by Delete layer next to
  Add layer.
- A row is selected on release instead of press. Selecting rebuilt
  the inspector or tilemap panel and cancelled a drag that started
  on a row not yet selected.

Tests:
- ./check.sh: 138 files, 2052 tests, exit 0 (before 137 / 2051).
- GM_STEPS=39,40,47,48 (fresh seed): ALL PASSED, 154 checks.
- 5 new e2e checks. Check total 1264 in the README is computed
  (1259 + 5), CI never measured 1259.
- Counter-checks bite: dropMove ignoring reversed fails a unit test,
  a tilemap drop not applied fails the drag check, a layer thumbnail
  showing all layers fails the thumbnail check.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 18:48:50 +02:00
adminandClaude Opus 5 66d6aafbb4 Pixel art can be drawn in its own tab with layers and frames (#130)
game-maker / gate (push) Successful in 2m24s
game-maker / suite (push) Failing after 7m40s
Textures are uploaded files named by their content, so they cannot
be edited in place. Pixel art is therefore its own asset type, like
vector art. Its pixels live in the project and the tab rasters them
into a texture that sprites, tiles and animations can use.

- New asset types Pixel art and Palette. The first pixel art of a
  project gets a palette with the 16 PICO-8 colours in the same undo
  step. Every pixel is a palette index, 0 is transparent.
- Each layer on each frame is its own file data/pixels/<sha256>.px.
  The project only holds the names, so undo swaps names. The browser
  computes the hash and uploads new cels before the project is saved.
- New route POST ?r=pixels in api/lib/PixelStore.php. It answers 201
  and 422 for broken data. data/pixels/ is git-ignored.
- Tools: pencil, eraser, fill (contiguous or all pixels of a colour),
  eyedropper, line, rectangle and ellipse (outline or filled), brush
  size 1 to 8.
- Layers can be added, deleted, renamed, reordered, hidden, faded and
  merged down. Frames can be added, duplicated, deleted and reordered,
  with onion skin and a small playing preview.
- Zoom 1x to 32x in whole steps, grid from 8x, a 3x3 tile preview and
  Resize... with a 3x3 anchor.
- All frames sit side by side in one image. Each frame is a region
  like a cut texture frame, so texture rows offer "Asset / Frame 2"
  and the context menu has Create animation from frames.

Decisions:
- Merging down drops the opacity of the upper layer. Indexed colours
  know no blends.
- Only the last palette colour can be removed. Otherwise the indices
  of every image using the palette would shift.
- Undo stores the whole layer per stroke instead of pixel diffs.
- Alt+click picks a colour. It is a mouse gesture, not a shortcut.

Follow-up issues: #197 import from texture, #198 selection and
flipping, #199 PNG export, #200 more tools.

Tests:
- ./check.sh: 136 files, 2049 tests (before 135 / 2011). 34 new in
  tests/core/pixel-art.test.ts, 4 from the icon tables.
- e2e module 48 fresh: ALL PASSED, 29 checks, console empty.
- Counter-probes bite: five on the unit tests, upload order (2 tests
  fail) and cels not uploaded in the browser (1 check fails).
- Check total 1259 in README is computed (1232 measured in CI + 27).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 17:33:44 +02:00