0684e76dc5c02d0917e936d97bfa56b0dc00f661
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Commits
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0684e76dc5 |
Let the agent draw pixel art and vector art (#429)
Stage 5c of the MCP work. The agent could place sprites and edit graphs, but it could not draw: pixel art, palettes and vector art had no commands in its catalog. Two new areas bring 29 commands, so the catalog now holds 144. - pixelart (13): paint, layers (add, copy, remove, change, move, merge down), frames (add, also as a copy, remove, move), canvas size with an anchor, palette colors set and removed. - paint_pixels edits one layer on one frame. Its steps run in order: rows (a small picture as characters, a space keeps the pixel), pixels, line, rect, ellipse, fill, clear. An index the palette does not have, a pixel off the canvas and an unknown character are refused. - vectorart (16): shapes from rings or as rect and ellipse, outline, style (fill, opacity, gradient or image fill, stroke), move, scale, rotate and flip, copy, remove, combine, rename, order, move into groups, group, layers. - get_asset gives the palette of pixel art as colors. Up to 16384 pixels over all layers and frames each layer comes as rows, above that only the number of painted pixels. Palette and vector colors come as #rrggbb. - Merge down, canvas size and removing a color are now builders in pixelActions.ts. The panel and the agent share the same code. - Color and point helpers moved into catalog/shared.ts, and graphs.ts uses them too. Found while testing: - The ellipse tests only checked the four extreme points, which stay right even with wrong handle lengths. The test now checks that every point of the drawn curve lies on the ellipse. Tests: - agent-drawing (new, 9) and the other agent, pixel and relay tests: 133/133. - 7 mutations, all red in the matching test. - e2e 71 on melektaus-atx: 24/24. New check: the agent's pixel art opens in its tab, reads back as rows, and its cel is on the server after saving (status 200). - Live in a test project: an 8x8 sprite and a copied second frame read back as painted, a rotated square and a radial gradient disc with their corners where computed. - Gate on melektaus-atx: CHECK EXIT 0, 322 files, 4978 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d01e2b832e |
Let the agent edit animations, frames, tiles and tilemaps (#429)
After stage 5a the agent could build behaviors and scenes, but not animate an object, cut a texture into frames or paint a tilemap. Stage 5b adds three areas with 30 commands, 115 in all. - animation (12): set the root, add, retarget and make rows relative, set, move, copy and delete keys, easing, insert or remove frames, and curve points. - textures (8): add, change and delete frames, slice a grid, nine slice, sorting line and collision outline. - tiles (10): the images of a tile, painting tilemaps, layers (add, copy, move, change) and the border of a placed tilemap. - get_asset names the targets of an animation with their animatable properties. A tilemap up to 400 cells shows its cells, a bigger one only their count. - After such a call the editor opens the tab of the animation, curve, texture, tile or tilemap. A frame edit selects the frame there. - One paint step takes rectangles and single cells. Rectangles go first, so a cell can cut a hole into a rectangle. Cells outside the grid, ids that are no tile and more than 20 000 cells are refused. The grid is the tilemap's largest, a grown placement included. Left out on purpose: Generate collision, because it reads the pixels of the texture, and pasting keys, which goes through the clipboard. Found on the way: - Nine slice without fill now keeps the fill the image has. The model's default is repeat, not stretch as first described. - Painting ran the other way round, rectangles overwrote cells. Tests: - agent-art (new, 11) and the other agent tests green, 64/64. 5 bends of the code, all red. - e2e 71 on atx: 23/23, the new check opens the agent's animation in its tab and reads its targets. - Gate on atx: 321 files, 4969 tests. - Live on a test project: a Spin animation of 360 degrees in 30 frames matched 12 degrees per frame to 0.01 frames in the game. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0d8fd6ff52 |
Let the agent use the graph, scene and project commands (#429)
The agent knew 23 of the editor's commands. It could not point a Variables node at a variable, group nodes, edit ports, transitions, containers, colliders or the project settings. Stage 5a brings the catalog to 85 commands in five areas and keeps every answer short. - The catalog lists names and descriptions only. With a query (an area or command names) it adds the arguments. All schemas at once would pass the 60 000 character limit of one answer. - add_port points a Variables node at a variable. The port takes the variable's kind, and an unknown name is refused with the list of the ones that exist. - add_group and add_comment take nodes instead of coordinates. They follow the nodes after the arrange step, in the same undo step. - The rule for which list a port picks from moved into portChoices.ts. Inspector and agent now share it. - The frame of a group around nodes moved into annotationDrag.ts, so the button and the agent get the same frame. - list_assets returns the project settings. get_asset shows the content of placed containers with the ids overrides need. get_graph shows declared ports and frame colors. - A new node is placed at the height of its port, in the free spot whose links cross the fewest others. A source goes left of the node it feeds. Before, new nodes always went right of the rest. - Arrange breaks a tie in crossings by putting the flow on top, and exec links pull harder when a column is sorted. - A comment over a group keeps clear of the group's title bar. - The agent's instructions and lint_graph ask to look at crossings too and to call arrange_graph when there are more than needed. Left out on purpose: file assets (no upload), paste from the clipboard, internal wrapper commands and switching plugins on. Found on the way: - Variable commands on a Struct asset did not run through WithStructTypes. New fields did not reach variables of that type. - A query "variables" also matched set_variables_scope. A word that names an area now means only that area. Tests: - agent-catalog (new, 10), agent-edit, graph-arrange (3 new) and relay green. 11 bends of the code, all red. - e2e 71 on atx: 22/22, the new check sees port speed and a group around all 4 drawn nodes. - Live on a test project: a speed variable of 300 moved the player to x 150.03 in 0.5 s. A re-placed Variables node landed below Axis input with 4 crossings instead of 7. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |