Commit Graph
655 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 126a5a3a62 Let a composition item's clips move along with it
A clip only hung at its track and frame and worked on whatever item it
overlapped. Moving an item left its clips behind, so they started to
animate the next item that came along.

- A clip belongs to the item that lies on its track at its start frame.
  With two there, it belongs to the one in front. A clip that only
  reaches into an item stays with the item before. The model does not
  change, the rule is worked out each time.
- Dragging an item, also onto another track, and typing its Start in
  the inspector take its clips along in the same undo step.
- Where a carried clip would land on a foreign one, the whole move
  holds at the last place where everything fits, as dragging clips
  already does.
- Pressing Alt during the drag moves the item alone. Alt on the press
  already starts the clip band since 0648853.
- Copying an item takes its clips along with new ids. On a collision
  items and clips slide on together.
- Deleting an item deletes its clips. Trimming and dragging its edges
  leave them where they are.

Tests:
- tsc, eslint, Prettier clean
- Unit composition-edit 36 green (6 new), composition-sprites 11
- Without the rule 5 of the 6 new tests are red
- e2e 69 ALL PASSED, 18 checks (69n new)
- Gate on melektaus-atx green: 305 files, 4736 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 08:03:35 +02:00
adminandClaude Opus 5.5 480db9c4e4 Scroll the rows of the animation timeline up and down (#413)
game-maker / gate (push) Successful in 4m28s
game-maker / suite (push) Successful in 18m13s
An animation with more rows than the panel is tall cut the bottom rows
off. There was no way to reach them, their fields or their keys.

- The view has a new `scrollY`. Rows scroll up under the ruler, which
  stays where it is together with the tab head.
- The wheel over the header column scrolls the rows. Over the cells it
  still zooms, and `Shift`+wheel still scrolls across.
- A scrollbar at the right edge shows up only when the rows do not
  fit. Its thumb can be dragged, a click beside it jumps there.
- The middle button pans both ways. `Shift`+drag stays across only.
- A row picked or added out of view is scrolled just far enough to be
  seen whole. Value fields out of view are not drawn.
- The tab keeps its scroll like its zoom when switching.

Found on the way: `zoomCells` built a new view from `panX` and
`cellWidth` only, so every zoom would have dropped the scroll. The
type check caught it, and a unit test now holds it.

Tests:
- tsc, eslint, Prettier clean
- Unit timeline-view: 20 green, 6 new. Bending `rowAt` to ignore the
  scroll or `revealRow` to do nothing turns exactly those tests red.
- e2e 25 on melektaus-atx: ALL PASSED, 37 checks (25j, 25j-ii new).
  32 rows, the wheel brings the last field into view and typing keys
  77 there. Dragging the thumb up goes back to 0.
- Gate on melektaus-atx: green, 305 files, 4730 tests.
- Not checked in the browser: the middle button, revealing a picked
  row, the wheel right over a value field.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 07:22:11 +02:00
adminandClaude Opus 5.5 0648853356 Select composition items with a band and copy clips too (#417)
game-maker / gate (push) Successful in 4m57s
game-maker / suite (push) Successful in 18m29s
The composition tab only took single clicks and Ctrl-clicks, and
animation clips could not be copied at all. A band selection and
Copy/Paste for clips make longer compositions quicker to arrange.

- Dragging from an empty spot draws a band. It selects every item it
  touches, across tracks. Ctrl adds to the selection, because Shift
  plus drag already pans the view.
- With Alt held the band selects clips instead and may start on an
  item, since items fill most of a track.
- Ctrl+C copies the selected clips as their own clipboard kind.
  Ctrl+V places them like items: under the pointer over the tracks,
  otherwise at the playhead on the selected track.
- Clips of a track never overlap. A paste onto taken frames moves the
  whole copy on frame by frame until every clip fits (`pastedClips`).
- The paste is one undo step and selects the new clips.

Tests:
- Gate on melektaus-atx: tsc, eslint, Prettier clean,
  305 files, 4724 tests (2 new).
- e2e 69: ALL PASSED, 17 checks (69m new). Band over three items on
  two tracks, Alt band from an item picks both clips, first paste at
  frames 50 and 60, second paste moves on to 56 and 66.
- Counter-check: without moving on, the paste unit test is red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 06:56:25 +02:00
adminandClaude Opus 5.5 5df2173559 Show Delete in red in the track and item menus of both timelines
A composition clip had a red button in the inspector that did the
same as its menu entry. Deleting a track looked like any other entry
in the menu, although it takes the track with everything on it.

- The inspector of a clip drops "Remove clip(s)". Right-click and
  the Delete key still remove it.
- "Delete track" is red in the Composition and Song tabs, behind a
  separator like "Remove item" in the other menus.
- "Delete" on a Song item is red, too.

Tests:
- Gate on melektaus-atx: tsc, eslint and Prettier clean,
  305 files, 4722 tests passed.
- No check clicks the inspector button or counts the track menu, so
  no e2e module ran. The red entries were not looked at in a picture.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 06:38:54 +02:00
adminandClaude Opus 5.5 7a952cb20d Start paused, step one frame and break from a behavior
Finding out what a game does in its first frames, or right at one
spot of a flow, needed a quick hand on the pause button. Now the
editor can start a play paused, step it frame by frame and let a
behavior pause it.

- The pause button can be pressed in edit mode. Then Play starts
  paused, and every further Play does too until it is released. A
  reload of the page clears it.
- A third button, Next frame, right of Pause, or Ctrl+Shift+Enter.
  It works only while paused and runs exactly one frame of 1/60 s,
  whatever the frame took on screen. Hierarchy and inspector follow.
- The Break node pauses the play like the button, at the end of the
  frame it ran in. The status line names the behavior's object. It
  is the editor's pause, not Pause game.
- Break reaches the editor through a service only the editor hands
  to a play. In play.html and Run in editor the node does nothing.
- Restart game keeps the running play's state. Start paused only
  counts when Play is pressed.
- Wiki Concepts, Behaviors, Keyboard: the buttons, the node and the
  shortcut.

Not tried: sound, free-running videos and a running recording while
stepping. Sound and videos stay held during the pause.

Tests:
- tsc, eslint and Prettier are clean.
- Unit pause, node-catalog, tooltip: 465 green. svg-icons now
  expects the step icon too.
- e2e 18 and 46 on stein2 (melektaus-atx was off): ALL PASSED,
  63 checks, 7 new in 18j. A step moves the box by 1.667 px at
  100 px/s, Break stops the play with "Break in Breaker".
- Counter-checks: a session that ignores the step turns 18j red. A
  Break that does not report its object turns the unit test red.
- Gate on stein2: tsc, eslint and Prettier clean, 305 files,
  4722 tests, 6 more than before. One was red at first, the icon
  list of the top bar did not know step yet. Fixed in
  svg-icons.test.ts and run again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 06:02:35 +02:00
adminandClaude Opus 5.5 64d0d472e5 Show a spawned object's first animation frame right away
An object that appears during a frame and plays an animation in its
On start was drawn once in its original state. A composition item
showed frame 0 one frame late. An object from the Spawn node even ran
its On start only on the next frame, after it had been drawn.

- BehaviorSystem: at the end of the behavior pass, objects that came
  to be in this frame hear On start and On enable. This covers spawned
  objects and behaviors switched on for the first time. Their
  On update starts with the next frame.
- AnimationSystem.showStarted: right after that, every animation
  started in this frame shows its frame 0. The clock runs from the next
  frame, and an end is told no earlier than then. A paused frame skips
  this, its animations stand still anyway.
- What such a late On start spawns in turn starts in the next frame.
  Otherwise a spawn chain could stretch one frame without end.
- Scene start is unchanged. There On start already ran before the
  first frame.
- Wiki Behaviors, Lifecycle: the new timing.

Tests: gate green on stein2 (melektaus-atx went offline mid-run),
305 files, 4716 tests (2 new). e2e 68 on melektaus-atx green,
10 checks. Without the late pass the Spawn test
reads 7 instead of 0, without showStarted both new tests are red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 21:55:35 +02:00
adminandClaude Opus 5.5 33891acfb3 Move, turn and scale an item in the composition picture live
Dragging an object in the Composition tab's picture writes the copy
of the composition at the playhead and asks for a preview once a
frame. The tab answered every such preview by building that copy
again from the composition, which still held the old value. So the
object stood still while dragged, and a move often did nothing at
all, because its end was read from a copy that had just been rebuilt.
Values typed in the inspector were not affected.

- SceneViewport gets editing(), which says whether a gesture of this
  view is under way: a drag, a size or turn handle, a polygon corner,
  a joint anchor or a tilemap stroke.
- CompositionCanvas leaves its copy alone while such a gesture sends
  its frame previews. The command at the end writes the composition
  as before, and the copy is built again from it.

Tests:
- tsc, eslint and Prettier are clean.
- e2e 69 on melektaus-atx: ALL PASSED, 16 checks, 69l is new. An item
  dragged 60 px to the right stands at +60 px while the button is
  still down (590 to 650) and has x = 60 in the model afterwards.
- Counter-check: rebuilding the copy on every preview again turns 69l
  red. The item stays put while dragged and x is 0 after letting go.
- Gate on melektaus-atx: green, 305 files, 4714 tests.
- Turning and scaling by the handles were not tried in the browser.
  They take the same path and editing() covers them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 19:52:11 +02:00
adminandClaude Opus 5.5 b16fe8c718 Drop a picture or video onto a composition track (#419)
A track item has always carried an object, and an object needs an
asset. Instead of objects without one, a dropped picture or video gets
a sprite the composition owns, the way a song owns its sounds (#355).
To the rest of the code it is a sprite like any other.

- The asset list starts a drag for textures, vector art, pixel art and
  videos. Dropped on a track, they make the sprite and the item in one
  undo step. A video item is as long as the video and follows it.
- One sprite per picture and composition. A second drop of the same
  video shares it. Once no item wears it, it goes in the same step.
- Deleting a composition takes its sprites along. A duplicate gets
  sprites of its own.
- Pasting into a scene or container turns the sprite into a project
  asset. Pasting into another composition gives that one a copy. The
  clipboard carries the sprite, so cut and paste loses nothing.
- Owned sprites stay out of the asset list and the pickers. The
  inspector shows them with a dot in front.
- "Make project asset" in the item's menu, on the timeline and in the
  hierarchy, turns the sprite into an ordinary one.
- The first track of the Composition tab gets its top line, as the
  Song tab's has.

Found on the way: loading kept an owner only for the asset types a
song can hold. A composition's sprite would have lost its owner and
turned up in the list after a reload.

Tests:
- Unit composition-sprites: 11 new. Without the rule 5 of them are
  red, without the loading fix the loading test is.
- e2e 69 on melektaus-atx: ALL PASSED, 15 checks, 69k new
- Gate on melektaus-atx: 305 files, 4714 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:48:20 +02:00
adminandClaude Opus 5.5 f171c77f91 Turn the own mouse pointer off again after signing out and in
CI was red on d4fc425 with two checks, both from this week's work.

- Signing out builds the editor anew on the same renderer. The second
  useCursorFiles then took the SVG pointers of the first for Pixi's
  own styles, so switching the option off kept them. The editor now
  undoes the pointers on dispose and Pixi's styles are back in place.
- e2e 62d still looked for "Start recording". The menu reads "Start
  recording…" since ba01d14, and 62 had not run then.

Tests:
- e2e 45, 46 and 62 on melektaus-atx: ALL PASSED, 51 checks
- Without the dispose, 46i-ii is red after 45, as it was in CI
- Gate, measured together with #419 on top: 305 files, 4714 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:48:18 +02:00
adminandClaude Opus 5.5 c425eea004 Key what an empty timeline row shows on a double-click (#412)
A double-click into a timeline row without keys set the property's
default, while the field in the row header showed the value the target
actually holds. A sprite standing on x 40 got a key with 0, so the
first key moved it. The double-click now keys the value the row shows.

- trackHeld in src/core/model/animation.ts says what a row without keys
  holds. The field in the row header and SetAnimationKeyCommand both
  ask it, so they cannot drift apart again.
- A relative row still gets 0, a row with keys still takes the value of
  its curve at that frame, and a row whose target is gone still only
  gives a notice and no key.
- README and the wiki page Development name 2047 checks.

Tests:
- Unit animation: 87 green, 1 new. A sprite on x 40 with the override
  scale 2 gets keys with 40 and 2. Red with the old def.default.
- e2e 25 on melektaus-atx: ALL PASSED, 35 checks, 25i-ii new. The arm
  stands on x 40 and a double-click on frame 3 keys { frame: 3,
  value: 40 }.
- Gate on melektaus-atx: green, 304 files, 4703 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:09:02 +02:00
adminandClaude Opus 5.5 d4fc425233 Draw the editor's mouse pointer from SVG files, on screen too
game-maker / gate (push) Successful in 4m19s
game-maker / suite (push) Failing after 17m35s
The pointer drawn into an editor recording lived as paths in code, so
it could not be looked at or edited by hand. The shapes are now SVG
files, and the editor can show the same pointer on screen, so what is
recorded is what was seen.

- src/core/recording/cursors/ holds one file per shape: arrow, hand,
  open-hand, fist, move, crosshair, text and resize. Resize is turned
  for the vertical and diagonal directions.
- data-hot="x y" on the <svg> is the hotspot in viewBox units. Width
  and height in the file are ignored, and anything before <svg>, such
  as <?xml ...> from a drawing program, is cut off.
- The open hand had six fingers. It has a thumb and four now, the
  middle one longest.
- CURSOR_SIZE = 0.8 scales every pointer the same on screen and in a
  recording, so the files keep their units.
- General settings has "Custom mouse pointer", on by default. It hangs
  the files into Pixi's cursorStyles as CSS cursors with the keyword as
  fallback, so the system still draws the pointer and the canvas does
  not. Off gives Pixi's own values back at once.
- A recording draws the pointer from the same files at its own size,
  so it stays sharp in 4K. It still reads the shape from the canvas
  when that holds a url(...) cursor.

Tests:
- Unit recording and view-tween: 3 new, green. They read viewBox and
  data-hot in an edited form, the boxes of turned shapes, the default
  size and old settings without the switch. Red without data-hot and
  without cutting before <svg>.
- e2e 46i-ii: the canvas cursor is a url(...) ending in default and
  the image loads. Off gives inherit and stores false, on brings the
  file back. Red without useCursorFiles.
- e2e 67e: the recording is still black at the mouse position.
- The README names 2046 e2e checks.
- Gate on melektaus-atx: 304 files, 4702 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 17:33:57 +02:00
adminandClaude Opus 5.5 ba01d146e9 Choose size, rate and what follows when recording the editor
The editor recording had fixed settings: the canvas size at 60 fps,
always converted and imported. Recording in 4K needs a choice, and the
server shrank every video to 1080p anyway. Start recording... now opens
a dialog, and a recording always goes to the server as it is.

- The dialog holds name, resolution (Screen, 1080p, 1440p, 4K), fps
  (60 or 30), mouse pointer, sound, Convert and Import after
  conversion. Import is greyed out while Convert is off. The browser
  keeps the last choice, not the name.
- A larger resolution makes the editor draw finer while it records,
  so 4K is sharp, not stretched. It is never below the screen's own
  resolution and goes back after Stop.
- Stop always uploads. Without Convert the file only stays on the
  server. Without Import it is converted but no asset is added. Both
  are found in the video picker.
- The server keeps the original next to each MP4 for every upload, so
  Download in the video tab and the picker gives the original. Videos
  from before have none, they still download their MP4.
- A file left unconverted shows in the picker as not converted, with
  a Convert button. POST videos/{file}/convert queues it, and upload
  takes convert=0.
- The worker now caps a video at 3840x2160 instead of 1920x1080. Videos
  converted before stay as they are.

Tests:
- PHP videos.test.php: 81 checks green, with the original, convert=0,
  a later Convert and the 4K cap.
- Unit recording: 5 new, green. Red without the rule that a recording
  is never below the screen's resolution.
- e2e 67e-ii: the video tab downloads the .source.mkv, a Matroska
  file. 67f: 1440p from a 1280x800 window gives 2304x1440 at 30 fps
  without sound, kept and not imported, then converted in the picker.
  Both red with the MP4 download and without the finer drawing.
- The README names 2045 e2e checks.
- Gate on melektaus-atx: 304 files, 4699 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 17:01:55 +02:00
adminandClaude Opus 5.5 93190e185c Route a video's sound through its own Master routing node
An editor recording had no sound while the video tab played a video.
The tab played its <video> straight to the speakers, past the Web
Audio graph, so the recording tap behind the limiter never heard it.
Fixing only that would have left videos as the one sound source the
Master routing cannot reach, so they get their own node, like sounds.

- A video asset with sound has a routing node labelled "Video". One
  without sound has none, it would have nothing to send.
- Its links take the sound after volume and FX. Several links or
  another level give the video its own bus, as with a sound.
- A new video follows the bus most other videos use. With none linked
  yet it goes to the Master, not to where the sounds go. Songs and
  sounds no longer follow videos either.
- Players only know their file, so videoBusesOf maps each file to the
  bus of its first asset. setMix takes that map and moves the gains of
  running videos at once when the routing changes.
- In the game, played in the editor or released, a video's sound
  follows its links. The tabs (video, composition, animation preview)
  play straight into the Master, as the sound tabs have since #368.
- The video tab's sound now goes through the Master, so its volume, FX
  and limiter apply there and the editor recording hears it.
- The recording badge beside the menu is an HTML element over the
  canvas now. The second render that drew it on the desynchronized
  canvas let the screen show a frame without it, so it flickered. The
  element is never in the copy, and clicks go through it.

Tests:
- Unit master-routing and sound-library: 3 new, green. Red without
  video in the routing kinds, without moving the gains, and with the
  old rule for the links of a new video.
- e2e 66e-iii: the tab plays a video linked to a bus, the level is
  0.09 on the Master and 0 on the bus. 66g: in the game the bus has
  0.09. Both red with the old ways.
- e2e 67e reads the badge from a real screenshot, still green.
- The README names 2043 e2e checks.
- Gate on melektaus-atx: 304 files, 4694 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 16:15:59 +02:00
adminandClaude Opus 5.5 846a8b70b3 Let ?w=&h= fix the editor canvas to a set size
A recording of the editor is as large as its canvas, and so far the
canvas always followed the window. With ?w=1920&h=1080 the editor is
laid out at exactly that size in CSS pixels, whatever the window.

- src/ui/pageSize.ts reads w and h (both needed, 200 to 8192 each) and
  works out how the canvas fits the window.
- A smaller window shows the canvas shrunk to fit, centred, with the
  same aspect. A larger one shows it 1:1, centred on a dark page.
- Clicks still land right, since Pixi maps them over the canvas's
  on-screen box. Switching projects keeps w and h in the URL.
- The pointer drawn into an editor recording now scales against the
  layout size, so a shrunk canvas still records a full-size pointer.

Tests:
- Unit page-size: 5 new, green.
- e2e 62d: ?w=1600&h=900 in a 960x720 window gives a 1600x900 canvas
  shown at 960x540, y 90, and a click on the menu button opens it.
  Red without the shrinking.
- Gate on melektaus-atx: 304 files, 4691 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:44:28 +02:00
adminandClaude Opus 5.5 d6a325978c Name the e2e check count CI actually measures
Since a62d1d0 the README named two checks more than the suite counts.
CI on 080df2d reported 2039, the README said 2041.

- The count now matches the last green CI run.
- Which two checks were counted twice back then is not traced.

Tests: documentation only, CI suite on 080df2d counted 2039 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:19:56 +02:00
adminandClaude Opus 5.5 080df2d211 Let the video tab's Play start at the playhead and reset its button
game-maker / gate (push) Successful in 4m18s
game-maker / suite (push) Successful in 17m57s
Two faults in the video tab. A click into the ruler while a clip
played stopped the playback, but the button kept showing "Stop". And
Play always started at the start of the clip, wherever the playhead
stood.

- The tab now reports when the ruler stops the playback, and the
  button switches back to "Play".
- Play starts at the playhead when it lies inside the clip. Without
  a selected clip the whole video counts. Outside or at the end,
  Play starts at the beginning.
- So Stop and Play continue where the playback stopped. A clip that
  ran to its end without loop starts again at the beginning.

Tests: gate on melektaus-atx green. e2e 66 ALL PASSED, 32 checks (2
new in 66e-i). With both fixes taken back, both checks are red with
exactly the reported faults: the button shows "Stop", and Play runs
from 0.71 s, i.e. from the clip start at 0.6 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 13:55:13 +02:00
adminandClaude Opus 5.5 f177ee90a4 Record the whole editor from the main menu
The game view could already record itself through nodes. Making a
video of the editor itself, to show how something is done, needed an
outside screen recorder. The main menu now starts and stops one, with
no options to set.

- "Start recording" sits in its own group before General settings, and
  reads "Stop recording" while one runs. The name is
  "Recording <time>", the size is the whole canvas in device pixels
  (an odd row or column is cut), 60 fps always. Sound is the master,
  saving goes the same way as for the game view.
- The encoder, the sound and the Matroska writing of a take moved from
  GameRecorder.ts to RecordingTake.ts. A take now reads its pictures
  from a FrameSource, so the game view and the editor share it.
- The editor's picture is copied from the canvas after each render, in
  the same frame, so nothing is drawn twice. A resting editor does not
  render, and the recording repeats its last picture.
- The mouse pointer is drawn into the recording in the shape the editor
  shows (arrow, hand, resize arrows, I-beam, crosshair, move).
- A red dot with the running time stands beside the menu button on
  screen only. It is drawn after the copy, and the toolbar makes room
  for it.
- Drawing that dot made Pixi take it as the root for every hit test,
  and the menu would not open any more. The stage is set back as the
  last rendered object after it.

Tests:
- Gate on melektaus-atx green: 303 files, 4686 tests.
- Unit recording: 20 green, 5 new.
- e2e 67: 8 checks, 67e new. It records through the menu and decodes
  the MP4: 1280x800 at 60 fps, the pointer black at the mouse, the dot
  missing, 238 plain spots alike with the canvas. Without the pointer
  and with the dot drawn before the copy, 67e is red.
- e2e 46: the main menu lists "Start recording".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 13:40:47 +02:00
adminandClaude Opus 5.5 c0ba2673ba Keep the video tab's picture following while scrubbing (#417)
Scrubbing in the video tab set currentTime on every pointer move.
Each new seek aborts the running one. With a large video a seek takes
longer than the gap between two moves, so none finished and the
picture froze. The composition tab never had this, because its
players run through the VideoLibrary, which only keeps the newest
wish while a seek runs.

- The pending-seek logic moves into a shared helper,
  src/viewport/videoSeek.ts. The VideoLibrary uses it unchanged.
- The video tab seeks through the same helper and uploads the
  picture again after each finished seek.
- Play drops a pending scrub wish. Otherwise the video would jump
  back right after it starts.
- Scrubbing before the first picture no longer jumps back to the
  time the tab opened with. The video stays at the last chosen time.

Tests: gate on melektaus-atx green, 303 files, 4681 tests (2 new in
video-seek). e2e 66 ALL PASSED, 30 checks. Without the helper the
new unit test is red ([0.1, 0.2, 0.3, 0.4, 0.5] instead of [0.1]).
There is no browser check for the freeze itself, the test video
seeks too fast to show it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 12:56:37 +02:00
adminandClaude Opus 5.5 40b6290d24 Sample 68d's video wait from before the click on Play (#417)
game-maker / gate (push) Successful in 4m13s
game-maker / suite (push) Successful in 17m57s
CI task 669 failed in e2e 68d with no loading frame seen. The check
began to sample after play(), and play() settles after the start. A
video that loads quickly was ready by then, so the wait it checks had
already passed. The composition itself had waited: its clock read 0
when the player was ready.

- 68d starts its sampler before the click on Play and counts only
  frames in play mode.
- The sampler stops after 20 s, not after a number of frames. Before
  the run the page draws far faster than 60 frames a second.

Tests:
- e2e 66, 67, 68 on melektaus-atx: ALL PASSED, 43 checks, 68d saw 6
  loading frames at 0 and 0.32 s after

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 12:31:32 +02:00
adminandClaude Opus 5.5 10c2c3c308 Expect compositions in the scene view's visibility list (#417)
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Failing after 16m59s
CI task 668 failed in e2e 46. A composition placed in a scene has its
own symbol and name since 0334d25, so the eye in the scene header
lists it as a placeable type. The check still expected the list from
before.

- 46-topbar: composition joins the expected types, between collider
  and container.

Tests:
- e2e 46 on melektaus-atx: ALL PASSED, 24 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:58:34 +02:00
adminandClaude Opus 5.5 b2b4cbad28 Keep a video's loading out of recordings and first frames (#417)
game-maker / gate (push) Successful in 4m21s
game-maker / suite (push) Failing after 17m16s
A Start recording right after Play composition still began with
empty frames. The composition's clock waited for its video, but the
recording went on and took every frame while the video loaded. A
clip that starts later in the video also slipped through, because
its player already had one picture while it still sought to the
clip's start.

- The view now counts every video sprite it leaves out as missing,
  not only one without any first picture.
- GameRecorder takes no frame while the game view misses a video,
  for at most VIDEO_WAIT_MS (3 s) at a time. The recorded time
  stands and the sound of that time is dropped, so it stays in sync.
- RecordingClock.start forgets a hold from before the first frame.
  Without that, the first real frames all got the time 0.
- A followed player starts at 1x until the first speed reading.
  Before, it paused and sought every frame for about 100 ms, so the
  first pictures after a wait stuck and then jumped. A step faster
  than 4x and a time running backwards do not count as a start.
- Test hooks: __gm.gameVideo(id) reads the game view's own player,
  TakeInfo.lastFrameAt shows when the last frame was taken.

Tests:
- Unit recording (clock after an early hold), video-follow (2 new,
  1 adapted): 449 green in tests/core/recording, tests/viewport and
  tests/core/composition*
- e2e 68e (a clip from 0.8 s shows that picture first and then
  plays), 68f (a recording that already runs takes no frame while
  the composition's video loads)
- 68e is red without the start at 1x, 68f without the hold
- README: 2038 editor checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:38:37 +02:00
adminandClaude Opus 5.5 6e6b6a4d9a Wait for a composition's videos and copy and paste its items (#417)
A composition lost the first frames of a video item. Its clock ran
while the player was still loading, in the tab and in the game. The
game only waited for videos once, when it started. A composition that
a behavior starts later spawned its items after that wait.

- The view now records which video sprites it left out for lack of a
  first picture, one entry per object.
- The composition tab holds its playhead while the preview misses a
  video, for at most VIDEO_WAIT_MS (3 s) like the game.
- CompositionSystem holds a composition's clock while one of its live
  items misses its video. The rest of the game keeps running.
- The editor play and the published game pass their view to the run
  as RunServices.pictures.
- VIDEO_WAIT_MS moves to core/model/video.ts, because the runtime
  does not import from viewport/.
- Videos loaded ahead for coming items do not hold the clock.

Items can now be copied and pasted inside the composition tab.

- Ctrl+C keeps the timing of the copied items next to the objects.
- Ctrl+V pastes objects and items in one undo step. The earliest item
  lands at the frame under the pointer, on the track there.
- Without the pointer over the tracks it lands at the playhead, on the
  selected track or on the top track of the selected items.
- Several items keep their distances and tracks to each other.
- The same copy pastes into a scene as plain objects. Objects copied
  from a scene do not paste into a composition, they have no timing.

Tests:
- Unit composition-edit, clipboard, composition-play: 3 new for
  pasting, 1 new for the clock waiting in the game
- e2e 69i (play from the end waits for the video), 69j (paste under
  the pointer and at the playhead), 68d (a composition started from
  On start waits for its video)
- each new check is red without its fix
- README: 2036 editor checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 10:38:19 +02:00
adminandClaude Opus 5.5 c4650e43f0 Let composition items overlap and show where their video lies (#417)
Trying the tab turned up six things to fix. Items of a track could
not overlap, so a drag stalled as soon as the pointer reached another
item. An item's ends gave no hint they could be dragged, a trimmed
video showed nowhere, clip names were hard to read and vanished when
picked, and the track menu did not match the song tab.

- Items of a track may overlap and nothing is cut or pushed aside.
  The later one lies in front, in the picture and on the timeline.
  The overlap is shaded and a line marks the covered end.
- Edges win over bodies when hit, so the covered end of the lower
  item can still be dragged. Hovering an edge lights it up and shows
  the ew-resize cursor, as in the song tab.
- A clip in the overlap plays on both items. Clips themselves still
  do not overlap; a moved clip now runs up to its neighbour instead
  of stopping short.
- Fit to media and a new video no longer cap the length at the next
  item, which only made sense while overlaps were forbidden.
- The left edge can be trimmed past the start of the video. The
  offset goes negative and the sprite shows the first picture until
  the video begins.
- Video marks: a corner triangle where the item cuts into its video,
  a line with a triangle like the song loop where the video starts or
  ends inside the item. Edges snap to the video's ends within 6 px.
- Clip names sit in their own layer above the bars, in text colour.
- The track menu matches the song tab: add above or below, move up or
  down, delete. It opens on the head and on an empty spot of the
  track. The Remove track button left the inspector.

Tests:
- Unit composition and composition-edit: 67 green, several new or
  rewritten. Bending three spots in the rules turned their tests red.
- e2e 69: ALL PASSED, 12 checks. 69b and 69c now drop the second item
  over the first and drag the covered end past it. Without edges
  winning the hit, 69c fails with hover: null.
- Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4672 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 08:57:26 +02:00
adminandClaude Opus 5.5 4f0272638e Load the next item's video before a composition cuts to it (#417)
Two sprites with videos back to back left a blank frame at the cut.
The video player only came into being once the item began, and a
sprite is not drawn until its video has a first frame. So the second
item was missing until its video had loaded.

- compositionAhead lists the items that begin within the next second.
  Near the end of a looping composition it also lists the items at
  its start.
- An item that is alive already is not loaded ahead. Two times would
  otherwise pull at the same player.
- The frame carries these videos hidden and paused on their first
  picture at the item's offset. Their players get the id the item
  will have, so the cut reuses them instead of opening a second one.
- This works the same in the tab's preview and in the game.
- One second of lead (AHEAD_SECONDS) is an assumption. It can go up
  if large videos still flash.

Tests:
- Unit composition: 27 green, 2 new. Unit composition-play: 14
  green, 1 new for the path in the game.
- e2e 69: ALL PASSED, 12 checks. The new 69h puts two video items
  back to back and checks the second player is open and paused at
  its offset before the cut, and drawn in the same redraw as the
  cut.
- Without loading ahead in the preview 69h fails with cut: null.
  Bending two spots in the model turned their unit tests red.
- Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4665 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 08:07:46 +02:00
adminandClaude Opus 5.5 e435c54afb Edit a composition's tracks, items and clips in its own tab (#417)
A composition could be placed and played, but not filled. Its tab
puts the picture at the playhead above a timeline of tracks, so a cut
or a cutscene is laid out by dragging assets onto tracks.

- The timeline takes the song tab's geometry with frames for ticks:
  ruler in seconds, scrubbing, play and pause, + Track. Zoom and pan
  glide through viewTween like the other tabs.
- A placeable asset dropped on a track becomes an item, 3 s long or
  as long as its sprite's video. Dropped on an item it lands behind.
- Items move without overlapping. The right edge stops at the next
  item. The left edge trims into a video and not before its start.
- An animation dropped on a track becomes a narrower clip bar above
  the item it plays on. The asset panel now starts a drag for
  animations too.
- The picture is a scene view over compositionHolder. A click picks
  an item or its child, a drag moves the real object. It takes no
  assets, since an object there would have no item.
- The hierarchy lists the items alive at the playhead. Reparenting is
  off there, items stay at the top level.
- The inspector shows a TIMING block on an item (start, length,
  offset for a video, Fit to media) and edits tracks and clips.
- Delete, the context menu and Remove item take item and object in
  one undo step.
- fitMedia: an override that gives an item another video sets its
  length in the same undo step, capped at the next item. Dragging an
  edge or typing a length turns it off.
- A composition inside a composition is refused.

Tests:
- Unit composition-edit (new): 19 tests. Four counter-checks each
  turned their test red. The "back to 3 s" test got a step in
  between after one stayed green.
- e2e 69 (new): 11 checks, 9 own. The hierarchy check reads the rows
  shown, after a counter-check on the model's rows stayed green.
- Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4662 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 07:47:22 +02:00
adminandClaude Opus 5.5 0334d2508d Place compositions in scenes and play them from behaviors (#417)
A composition can now sit in a scene like a container and play there.
Its items become real objects while they run, so behaviors, colliders
and events work on them as on any other object.

- A composition is placeable with its own symbol, transform and render
  layer. The scene view shows its picture at frame 0. A click on that
  picture selects the placement, not a single item.
- CompositionSystem spawns each item as an object under the placement
  when it begins, with the id <placement>~<item>. On start and the
  other events run. The object is destroyed when the item ends.
- The top track lies in front no matter which item started first.
  World.arrange() orders the entity list and the scene objects.
- Clips and driven videos follow the same rules as compositionAt().
  Loop, restart, stop and the game pause work.
- New nodes: Play composition (with restart), Stop composition and the
  event On composition finished. They were planned for step 4 but come
  now, because without autoplay nothing could play otherwise.
- The editor run ignores Play composition and says so in the log. It
  writes into the saved project, and the items would stay behind.
- contentId() moved to instance.ts. The animation system uses it for
  nested ids too.
- Compositions get no "Sort with parent" for now.

Tests: the gate passed with 301 files and 4643 tests, 18 more than
step 1. 13 of them are in tests/core/composition-play.test.ts. The
first gate run failed in event-order.test.ts, which counts the event
nodes and now finds 19. Five counter-checks each turned exactly their
test red. Two order tests stayed green without the fix at first and
were rebuilt. e2e 68 is new and passed with 5 own checks. Its
counter-check without arrange() failed as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 07:06:33 +02:00
adminandClaude Opus 5.5 73e675835e Add the composition asset with its tracks, items and clips (#417)
A composition is a timeline of scene objects for cuts and cutscenes.
This first step brings the model and the pure evaluation behind it.
The tab and placing it in a scene follow in the next steps.

- CompositionAsset holds objects, tracks, items and clips. Each item
  owns exactly one object with overrides and container edits.
- The composition is a third object holder next to scene and
  container. Delete cascade, undo, usages and references work with it.
- Duplicating gives the copy new object ids and moves the item ids
  along with them.
- compositionAt() tells which items live at a frame. The top track is
  drawn in front.
- A clip acts on the item of its own track that it overlaps. After its
  end it holds the last value until the item ends. The animation's
  play mode is ignored, a clip is one pass.
- Clip targets are found by template path, else by name path, like
  the runtime's animation system.
- The root sprite of an item plays its video driven at offset plus
  time. Children follow unless they are already driven by hand.
- fittedLength() gives the video or clip length minus the offset, or
  3 s without media.
- fps (60) and loop live in their own properties file. Keeping them in
  PropertySchema would close an import cycle.
- The type is listed under Visuals with its own icon. It is not
  placeable yet.

Tests: the gate passed with 300 files and 4625 tests. That is 25 new
tests in tests/core/composition.test.ts and 2 icon checks that run
for every icon. Four counter-checks (track order, overlap rule, child
videos, ids on duplicate) each turned exactly their test red. e2e 04
passed with 67 checks and now counts 33 asset types.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 06:36:30 +02:00
adminandClaude Opus 5.5 597367c804 Keep a transition's pace through new steps and pans (#309)
A wheel step in the middle of a transition restarted the ease-out
curve at full speed, so a run of quick steps kicked at each one.
A pan called finish() first and made the zoom jump to its target.
Both made the zoom and the gliding lists feel jerky.

- A new step starts from the speed the view already has and then
  eases out. Quick steps in one direction move in one stroke. A step
  the other way still starts from rest.
- A pan takes the transition along. The zoom goes on while dragging
  and lands where it was heading, moved by the pan. This covers all
  eight pan places: scene and container, graph, plugin board,
  texture and pixel art, timeline, pattern, song and sound.
- finish() is gone, it has no callers left. Dragging the scrollbar,
  a jump to a row, another document or a new view size still end
  the transition as before.

Found: on a second step the old curve jumped to 2.47 times the
speed the view had just before.

Tests:
- npm run check on stein2: 299 files, 4598 tests (5 new)
- e2e 46 on stein2: ALL PASSED, 24 checks (1 new). A pan by 40/30
  px during a 1000 ms zoom step leaves it moving (2.33 on the way
  from 2 to 3), it lands on 3 with the world point moved by the pan.
- Counter-checks: with the pace reset to 3 the new unit test fails
  with 2.47 instead of at most 1.1. Without carry the pan test fails.
- melektaus-atx went offline mid-run, so both ran on stein2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 23:08:43 +02:00
adminandClaude Opus 5.5 be41b1f0d7 Glide the asset and object lists and scroll past their end (#309)
game-maker / gate (push) Successful in 4m21s
game-maker / suite (push) Canceled after 8m42s
The asset panel stopped with its last group flush on the bottom edge,
and both lists on the left jumped on every wheel step while the tabs
next to them already zoom with a transition.

- ScrollContainer gets tailSpace, empty room always kept below the
  content. Content that fits only without it scrolls by the rest. The
  content is made that much taller, so clicks and the context menu on
  that room work as on any empty part of the list.
- The asset panel keeps six rows of it. The other lists keep none.
- ScrollContainer gets wheelStep, which by default scrolls at once.
- scrollTween() in viewTween.ts hands the wheel step to an axisTween.
  The duration is the zoom transition's from the General settings,
  quick steps add up and stop at the end of the list, and dragging the
  bar or a jump to a row ends the glide where it stands.
- Only the asset panel and Scene objects use it. Inspector, menus and
  the console still jump.
- Wiki: Concepts describes the glide and the room below the assets.

Not checked in the browser by me. The user picked the six rows and
asked for the glide after trying the room below the list.

Tests:
- Unit scroll-container: 10 tests (3 new for tailSpace).
- Unit view-tween: 4 new with a fake clock (glide lands on target,
  quick steps add up and stop at the end, a jump ends it, 0 ms jumps).
- Gate on melektaus-atx: CHECK EXIT 0, 299 files,
  4593 tests (4586 before).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 22:14:54 +02:00
adminandClaude Opus 5.5 322fc39d16 Zoom the video tab's time smoothly like the other tabs (#377)
game-maker / gate (push) Successful in 4m41s
game-maker / suite (push) Successful in 17m13s
The video tab jumped on every wheel step and on Fit. The Sound,
Pattern and Song tabs already ease the zoom since #377. The video
tab now takes the same transition, so all tabs feel alike.

- VideoCanvas runs wheel and Fit through `axisTween`. The duration
  comes from the General settings. Quick wheel steps add up, panning
  ends the transition, and the view that is stored is the one the
  transition lands on.
- Opening a video still fits at once without a transition. Only the
  Fit button eases, as in the Sound tab.
- `__gm.videoTab.zoom()` reports the zoom and whether a transition is
  on its way.

Tests:
- e2e 66 on melektaus-atx: ALL PASSED, 30 checks (1 new). The new
  check uses `sampleZoom` like the Sound tab. At 1000 ms the zoom is
  on its way two frames after the wheel (319 -> 321) and lands where
  the jump does (370.63). No counter-check against the old code.
- Gate on melektaus-atx: CHECK EXIT 0, 299 files, 4586 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:52:29 +02:00
adminandClaude Opus 5.5 e191dc4b2e Record the game view from a behavior into a video asset (#405)
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Successful in 17m7s
A game can now film itself. A behavior starts and stops a take, and
the editor turns it into a video asset with the run's picture and the
sound the player hears. The exported game hands the file over as a
download, since there is no project to keep it in.

- New action nodes `Start recording` (Name, Resolution, FPS) and
  `Stop recording`. An empty name becomes `Recording <timestamp>`.
- Resolution is `Game view`, `720p` or `1080p`. For the fixed sizes
  the height is set and the width follows the camera.
- The picture is the camera only, without hints, overlays or the
  letterbox. It is drawn into a render texture of the target size,
  so a smaller window still gives full 1080p.
- `PictureReader` reads the texture back through pixel buffers with
  a fence. The editor never waits on the GPU, and a frame with all
  three buffers busy is dropped and counted.
- Nothing of the take reaches the visible canvas. A first version
  drew tiles into it and copied them out, and with the low-latency
  canvas that midway state flickered on screen.
- The sound is tapped behind the master limiter in the FX worklet
  and encoded as Opus.
- H.264 is chosen when the browser has it, VP9 otherwise. A small
  own Matroska writer packs both tracks, no new dependency. It names
  the frame rate and BT.709 so ffmpeg keeps both.
- A second `Start recording` is ignored with a warning in the log.
  A take goes on through `Load scene` and a restart, pauses with the
  editor and is saved when the run ends. It stops at 2 GB.
- The editor uploads the take on the existing video route and makes
  the asset once the run is over. The video tab gets a Download
  button for the converted MP4.
- `downloadBlob` in `src/ui` replaces the song editor's own copy.

Findings:
- `On start` runs before the game screen knows the world. A take
  therefore fixes its size on the first frame that has a camera.
- Without a frame rate in the file, ffmpeg turned 30 fps into 59.94.
- The worker's poster JPEG is off in colour for every upload (red
  255 comes out as 229, BT.601). Not touched here.

Tests:
- Unit recording + matroska: 21 green, plus the node catalog cases.
  The Matroska test reads the file back with its own EBML reader.
- e2e 67 (new) on melektaus-atx: ALL PASSED. 1080p30 from a
  1280x800 window gives a 1920x1080 MP4 with sound and no dropped
  frame. Every 4th pixel is checked, a green quarter catches an
  upside-down picture. A take ended by Esc is saved with the
  timestamp name.
- e2e 60j: the exported game downloads an `.mkv` with EBML magic.
- The flicker is gone on the user's machine without `?vsync`.
- Gate on melektaus-atx: CHECK EXIT 0, 299 files, 4586 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 21:11:05 +02:00
adminandClaude Opus 5.5 36ffd9a61a Land a driven video's seek without a frame so it is never empty (#404)
game-maker / gate (push) Successful in 4m9s
game-maker / suite (push) Successful in 17m18s
Since b9fcf48 a seek of a driven video only counted as done once
Chrome handed over the next frame. For some seeks Chrome hands over
none. The player then waited for good, the view left the sprite out
after 0.3 s, and the picture stayed empty until the next jump.

- A seek now lands after `seeked` with the next frame, or after
  150 ms at the latest. The worst case is a picture 150 ms late.
- The landing is set up in the `seeked` handler instead of `seek`.
  A frame from before the last seek of a chase no longer counts.
- `__gm.videos()` reports `landing`, so an empty picture can be told
  apart from a player that is still loading.

Findings:
- The empty picture could not be reproduced in Chrome headless.
  The test video is 320x180 and decoded in software. The user's
  videos are 1080p60 H.264, likely decoded in hardware.
- The user confirmed the fix in the editor.

Tests:
- Unit video-library + video-follow: 20 green (1 new). The new test
  plays a video that hands over no frame after a seek. With the old
  code it stays not ready, so it fails.
- e2e 66 on melektaus-atx: ALL PASSED, 29 checks. The new 66r cuts
  LATE ten times quickly and was also green with the old code.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4563 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 19:04:40 +02:00
adminandClaude Opus 5.5 8118b8042b Let Texture size feed the Vertex output to scale about the middle (#409)
game-maker / gate (push) Successful in 4m16s
game-maker / suite (push) Successful in 17m10s
A scale about the picture's middle moves each corner by its distance
to the middle times (scale - 1). In pixels that distance needs the
picture's size, and Texture size was locked at the Vertex output as a
per-pixel node. So the size had to be typed in by hand and was only
right for pictures of exactly that size.

- At a corner Texture size reads the uniform uPictureSize. It holds
  the size the Vertex output counts its pixels in, the same number the
  node gives in the fragment. The offset is divided by that size again,
  so a scale comes out right for every picture and sprite size.
- A node can say what it is at a corner through emitPerCorner. The
  walker takes it there and emit everywhere else.
- Fed a Pass's picture, Texture size stays locked at the Vertex output.
  A Pass has no picture at a corner.
- 9-slice, field and camera shaders do not move corners. Their size is
  0 there and nothing changes for them.

Tests:
- Unit shader-vertex: the node compiles at a corner to uPictureSize
  and the Output still reads textureSize. shader-passes: a Pass's
  picture into Texture size at the Vertex output is refused.
- Against the old perPixel flag the new unit test fails.
- e2e 28l-iv: width * 0.5 at x moves the 32 px picture as far as the
  constant 16 did, same three colours. With the size forced to 0 on
  the GPU the check fails and the picture stands still.
- The case "Texture size is refused at a corner" left the it.each
  that lists refused nodes, so the test count stays the same.
- e2e 28 on melektaus-atx: ALL PASSED, 101 checks.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:35:20 +02:00
adminandClaude Opus 5.5 b9fcf48097 Show a cut into the middle of a clip without its old picture (#404)
A switched-off driven video waits at the video time it has where it
is, before its first key mostly the start value. Switched on at
another spot, its player has to seek first. Until the seek is done the
texture still holds the old picture, so the start of the clip flashed
for a frame or two at the cut.

- A view holds its last picture while a driven video that just came
  into sight is still seeking, for at most 0.3 s. At a cut the old clip
  stays one frame longer and the right picture of the new one follows.
- A seek counts as done only when the browser hands in the next video
  frame (requestVideoFrameCallback), and the texture is uploaded right
  then. The seeked event alone was too early, one red frame was left.
- A seek that takes longer than 0.3 s leaves the sprite out until its
  picture is there. The wrong picture does not show either way.

Tests:
- e2e 66q switches a sprite off at 0.2 s (red) and on at 1.2 s (blue)
  and reads every frame in the browser. No red may show, blue must
  stand at the end.
- Against the old code 66q fails with 2 red frames before the blue.
  With only the seeked event it still fails with 1 red frame.
- e2e 66 on melektaus-atx: ALL PASSED, 28 checks, run twice.
- Unit video-library, video-follow: 19 passed.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:18:56 +02:00
adminandClaude Opus 5.5 3a1e420806 Read a driven video's speed on the frame clock so 1x stays 1x (#404)
game-maker / gate (push) Successful in 4m12s
game-maker / suite (push) Successful in 16m58s
A driven video measures how fast its wearer's time runs and sets its
playbackRate from that. The time moves on with the ticker, but the
reading took its clock from performance.now() while drawing. A frame
that had more to do before the draw shifted that clock against the
time, and a 1x animation read as up to 1.09. Outside 0.9 to 1.1 the
video goes mute, so the sound could drop out for a moment. In CI this
made e2e 66k red now and then.

- VideoLibrary reads the speed with the timestamp of the frame
  (document.timeline.currentTime), the same clock the time runs on.
  It falls back to performance.now() where there is no document.
- debugInfo() reports the measured speed of a driven player.
- e2e 66k checks the measured speed and the correction of the rate
  apart. The rate alone may differ from 1 by up to 10 percent on
  purpose, so checking it at +-0.1 was too strict.

Tests:
- Unit video-library: 8 tests green, 1 new. With performance.now()
  back in place the new test is red and reads 1.089.
- e2e 66 on melektaus-atx: all passed, 27 checks, speed 1.000 in
  all 5 readings.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:49:45 +02:00
adminandClaude Opus 5.5 8679dfbe65 Group timeline rows by object and edit values in the row (#408)
The rows of the animation timeline stood in the order they were keyed.
With several objects and properties the list was hard to read, and a
value could only be changed by picking a key and using the inspector.
The Play button also kept saying Pause after scrubbing had paused.

- Each object gets a header row with its name, indented by depth. The
  groups follow the scene hierarchy, the root first. Rows whose object
  is missing go to the end.
- Under an object the rows follow the order in which it lists its
  properties: X, Y, Z, then the order of the inspector. Only the view
  is sorted, the animation itself is unchanged and there is no undo
  step. After a move in the hierarchy the order is right by itself.
- The row head shows the same field as the inspector with the value at
  the playhead. Without keys it shows the value of the object, for a
  relative row the offset.
- A change in that field sets or changes the key at the playhead,
  selects it and is one undo step. A running playback pauses first.
- The Play/Pause button follows every change of the playing state, so
  scrubbing that pauses shows Play again.

Tests:
- Unit animation + timeline-view: 100 passed, 3 new.
- e2e 25 on melektaus-atx: ALL PASSED, 34 checks, 3 new (groups,
  order and values at frame 4, a typed 55 becomes a selected key on
  frame 4, Play then a click on the ruler shows Play and pauses).
- Gate on melektaus-atx: exit 0, 297 files, 4561 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:42:10 +02:00
adminandClaude Opus 5.5 dd60a795e1 Wait for driven videos before a run starts so no sprite flashes (#404)
game-maker / gate (push) Successful in 4m28s
game-maker / suite (push) Failing after 16m24s
The game view opens a player for each driven video only when it draws,
and it draws only while its tab is visible. Without a detour over the
Game tab the players came up with the click on Play. Until a video had
loaded, its sprite showed its base colour, white in the user's cut.
Sharing the players of the scene view would not have helped. From the
Animations tab those are discarded after two to four seconds.

- Play holds the run at second 0 until every driven video in the game
  view has its first picture, at most 3 s. The status line says
  "Loading the videos… · Esc stops".
- The game clock stands while it waits. Behaviors and sounds start
  only after it, so picture and sound stay together.
- Load scene in a running game waits the same way.
- A driven video without a picture is not drawn at all instead of
  white. That holds everywhere, also on a switch to the Game tab
  without Play and at a cut whose video is not ready.
- The exported player waits the same way.
- __gm.playInfo() reports waiting for the e2e check.

Tests:
- e2e 66p puts the sprite in front of the camera and waits 4.5 s so
  the game view has no player left. Then it reads every frame of the
  run: 14 frames of waiting on #22252c at time 0, then blue, no white.
- Against the old code 66p fails: 14 frames #ffffff, then blue.
- Unit video-library: 7 passed, 1 new for loading().
- e2e 66 on melektaus-atx: ALL PASSED, 27 checks.
- Gate on melektaus-atx: exit 0, 297 files, 4558 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:07:53 +02:00
adminandClaude Opus 5.5 843b110bcb Hold a driven video at the end of its file instead of restarting (#404)
A driven video plays on for about 100 ms after the last key, until the
speed reading says it stands. With the key close to the end of the
file, that runs the video past it. The browser then marks it ended,
and follow() called play() on it in every frame. Per the HTML spec an
ended video starts over from the beginning of its file on play(). The
sprite flashed the first picture one to three times before it held.

- An ended video now counts as standing at its end. follow() holds it
  and seeks to the wanted picture instead of playing it again.
- The end of the file counts as an end too, not only the end of the
  clip.

Tests:
- e2e 66o plays an animation in once mode to 1.95 s of the 2 s test
  video and records the player time in every frame. It must never jump
  back, and the last picture must stand.
- Against the old follow() 66o fails, the player jumps back to 0 once.
  A first version with the key at 1.9 s stayed green, the video never
  reached the end of the file.
- e2e 66 on melektaus-atx: ALL PASSED, 26 checks.
- Unit video-library, video-follow, video-clock: 31 passed.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 15:46:03 +02:00
adminandClaude Opus 5.5 43fd22a763 Keep a driven video ready while its sprite is off (#404)
A cut between two videos flashed white: the sprite switched on had
no picture yet, because its player only opened then or had been
dropped meanwhile. A driven video now waits muted at its time while
its sprite is off, in the editor and in a run.

- A disabled sprite with Video clock Driven asks for its player
  without drawing it. A Free video still opens when shown.
- A run's draw list keeps disabled driven sprites, marked as off.
  Before, collectWorldItems dropped every disabled object, so the
  game view never held a player for them.
- VideoLibrary.wear() counts as asking. The sweeper dropped a held
  player after 2 to 4 s and it was loading again at the cut.
- The speed of the asked time is read over a window that grows to
  500 ms. Over 100 ms one 1/60 s step more or less read as 17 % off,
  the playback rate jumped and the sound dropped out.
- A stream feeds every packet it has loaded to the decoder at once
  and waits once. One round trip per 20 ms packet let the decoder
  fall behind on a busy main thread, which made e2e 34 flaky in CI.

Tests:
- Unit streaming, video-library, video-follow: green, 4 new
- e2e 34 + 66 (atx): ALL PASSED, stream skipped 0, 66m new
- e2e 66 (atx), two runs: ALL PASSED, 25 checks, 66n new
- Gate (atx): CHECK EXIT 0, 297 files, 4557 tests
- Counter-checks: without the draw list fix 66n finds no player,
  without the wear() fix and with the old speed reading the new
  unit tests turn red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 15:37:16 +02:00
adminandClaude Opus 5.5 774207208c Key a video to its end at 1x and zoom the timeline further out (#407)
To play a clip at its real speed the user had to know its length,
work out the last whole frame by hand and then scroll far to the
right to set the end key. The timeline now does the sum, and it
zooms out far enough to see a long clip in one piece.

- The context menu of a Video time row gets "Video at 1x to its end
  from frame N". It keys the playhead with the row's value there and
  the last whole frame before the clip ends with the matching time.
- The start key turns linear and keys in between are removed. The
  whole run is one undo step (KeyStraightRunCommand).
- The clip is the one the sprite wears at the playhead, also when
  the texture is keyed in the same animation (rowVideoAt).
- The entry is greyed out for relative rows, without a video, while
  the length is unknown, or when the playhead is already at the end.
- The status line names the result, e.g. "frame 572 shows 57.2 s of
  57.27 s".
- The timeline zooms out to 0.02 px per frame instead of 4 px. The
  ruler labels follow a 1-2-5 step without an upper limit.

Tests:
- Unit video-clock + timeline-view: 27 tests green, 8 new
- e2e 66 (atx, alone): ALL PASSED, 23 checks, 66l new
- Gate (atx): CHECK EXIT 0, 297 files, 4553 tests
- Counter-check: the command keeping the keys in between turns
  exactly the command test red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:51:20 +02:00
adminandClaude Opus 5.5 c9e8a3f6ac Let an animation drive a sprite's video picture by picture (#404)
game-maker / gate (push) Successful in 4m16s
game-maker / suite (push) Failing after 16m12s
A video used to run on its own clock as soon as a sprite wore it. An
animation could switch the sprite on and off, but never say which
picture shows at which frame. Cutting a video in an animation needs
the opposite: the animation sets the time and the video follows.

- Sprites wearing a video or a clip get two rows, Video clock and
  Video time. They show only while the texture holds a video.
- With Video clock on Driven the video does not play by itself. It
  shows the picture at Video time, counted from the clip's start.
  Past the end it goes round with Loop and holds the last picture
  without.
- Video time is a number like any other, so keys, step, easing and
  curves give stills, slow motion and ramps.
- A driven sprite gets a player of its own, keyed by the wearer's
  name. The same clip can run twice at different times.
- Following has two ways (`videoFollow.ts`). Running forward at 0.25x
  to 4x the video plays at that rate and is nudged. A still, a scrub
  or a step backwards seeks, and only the newest seek counts.
- Sound is heard only near 1x. The animation tab now plays it too, so
  a cut can follow the sound. Scrubbing is silent.
- Scene, game view, the inspector's PREVIEW and the shader preview
  show the driven picture. In a running game Play animation sets it.

Found on the way:

- After a scrub the video in the animation tab kept running. The
  preview redrew only while the playhead moved, so nobody asked for
  the video once it stood. `AnimationEditor.tick` now redraws it every
  frame while it shows a video.
- Every sprite has two more defaults (`videoClock: 'free'`,
  `videoTime: 0`). Eight tests in five files pinned the old list and
  are updated.

Tests:
- Unit: video-clock and video-follow new, 4 files with 42 tests green.
- e2e 66 (melektaus-atx): ALL PASSED, 22 checks, 3 new. 66i: two
  sprites on one clip stand at 0.2 s red and 0.7 s green. 66j: a
  scrub to frames 2, 7, 12 and 3 shows red, green, blue, red, and
  each colour still stands 0.7 s later. 66k: playing runs 10-30 ms
  behind at rate 1.00-1.03 and is not muted.
- Counterchecks: a seek that keeps the rate turns the seek test red.
  Not seeing Driven turns 66i, 66j and 66k red.
- Gate (melektaus-atx): exit 0, 297 files, 4546 tests.
- Not tested in the browser: Play animation in a running game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:23:07 +02:00
adminandClaude Opus 5.5 a62d1d0faf Give e2e 66 its own lane so the video sprite is not covered (#406)
game-maker / gate (push) Successful in 4m36s
game-maker / suite (push) Successful in 16m31s
In the full suite e2e 66f saw the same purple #cc00f4 fourteen times
instead of the clip's green and blue. Alone the module was green. The
video sprite stood at (0, 0), and there earlier modules keep objects
on purpose that later modules still need. Every other module has its
own lane for that reason, only 66 had none.

- scaffold.mjs: new lane `video` at y -7000.
- 66-video.mjs: the sprite and lookAt use that lane, and the cleanup
  looks back at (0, 0) like the other lane modules do.

Found with a diagnosis in a full run on melektaus-atx: under the
sprite's centre lay o3, otex (z 900) and filler40 to filler1 (z 5)
from e2e 10 to 12, only then vd66-object. Beside them the sprite
showed green as it should. The purple is otex's texture in the state
later modules leave it in. It has nothing to do with video seeking:
task 645 saw the same colour while seeking was still broken.

Tests:
- e2e 10-12 + 66, old state (melektaus-atx): 66f FAIL, otex in front
- e2e 10-12 + 66, with the fix: ALL PASSED, 81 checks, 66f sees
  #00ff01 and #0000ff
- Prettier, eslint: clean

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 13:40:43 +02:00
adminandClaude Opus 5.5 ce933a4f32 Let a drag change only the picked clip in the Sound and Video tab (#403)
game-maker / gate (push) Successful in 4m15s
game-maker / suite (push) Failing after 15m40s
A drag with a clip picked could span a new clip in the strip or span
the picked one anew over the wave. Both happened by accident while
working on a clip. Now a drag only makes a new clip while none is
picked. With one picked it moves its edges or the whole of it.

- With no clip picked, a drag in the strip or over the wave (in the
  Video tab the track) spans a new clip, as before.
- A click over the wave or in the track picks the clip at that point,
  as a click on its band does. Beside the clips it picks the sound or
  the video. The picked clip wins where clips lie over each other.
- With a clip picked, its handles move its edges as before. A drag on
  its band in the strip moves the whole clip, its length kept and
  inside the file. Any other drag does nothing.
- The rules live in waveView.ts (clipGrip, clipToPick, movedSpan) and
  both tabs use them. The cursor shows grab over the picked band.
- The Video tab's track draws the clips not picked faint, as the wave
  does, so a click there has something to aim at.

Tests:
- Unit wave-view.test.ts: 16 tests (4 new)
- Counter-check: a strip drag beside the picked clip spanning a new
  one again fails the picked-clip rule test
- e2e 34 + 66 (atx): ALL PASSED, 162 checks, 1 new check in each
- Gate (atx): 295 files, 4527 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:51:46 +02:00
adminandClaude Opus 5.5 c815d2c35f Keep a playing video when the window comes back to the front (#402)
Chrome draws no frames for a hidden page, so the scene stopped asking
for its videos. The sweeper of the VideoLibrary kept running and
dropped every player after 2 s. Back in the window, the video started
over, and Pixi warned that a texture source was destroyed while still
bound to a shader.

- The sweeper skips a hidden page. The time hidden does not count as
  idle, the 2 s start once the page is shown again.
- A dropped player only unloads its video source instead of destroying
  it. A shader that still holds the source no longer warns.
- CI serves videos through a new router for php -S. The built-in
  server answers no Range requests, so Chrome could not seek. e2e 66
  had 4 red checks in the suite job of d48f174 because of it. nginx on
  stein2 hid this.

Tests:
- Unit video-library.test.ts (new): 3 tests
- e2e 66 (atx): ALL PASSED, 18 checks
- Router checked with curl: 206 with the right bytes
- Counter-check: the old sweep fails both hidden-page tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:32:59 +02:00
adminandClaude Opus 5.5 d48f174caf Play videos on sprites, converted on the server with clips (#402)
game-maker / gate (push) Successful in 4m15s
game-maker / suite (push) Failing after 15m49s
A video becomes an asset like a sound: uploaded once, converted to one
format by a worker of its own, cut into clips in its tab, and worn by a
sprite through its Texture row. Only Chrome is a target, without alpha.

- Server: POST ?r=videos queues the upload under the hash of its bytes,
  so the MP4's name is known at once. The worker (VideoWorker over
  VideoFormat) writes H.264/AAC, yuv420p, constant frame rate, a
  keyframe every 15 frames, at most 1920x1080, with a poster and the
  details beside it. A failed job says why and is tried again on the
  next upload.
- An upload may be up to 2 GB. It is streamed from the request to disk
  and hashed there, so php-fpm holds none of it in memory. The other
  routes keep their 256 MB.
- The worker runs in the container game-maker-video on stein2, a
  compose project of its own (tools/video/), and in CI beside the PHP
  server. The CI image has ffmpeg for it.
- Model: asset type video with size, length, frame rate and sound, and
  clips like a sound's. The clip helpers and commands serve both.
- A sprite's Texture row offers videos and clips after the pictures.
  resolvePicture names a playing video by a key, and the texture library
  hands it to a VideoLibrary with one player per key.
- The editor shows a placed video as a quiet preview. Play starts it
  over at its clip's start and lets it be heard through the master bus,
  a pause holds it, Esc makes it quiet again.
- Video tab: the picture, a ruler, the clip strip and a track on the
  Sound tab's time axis. A drag spans a clip, a handle moves an edge,
  Play plays the picked clip.
- The picker shows a video on its way with its progress and adopts an
  upload from it once it is ready. Dropping a video file does the same.

Decided on my own:

- Two sprites wearing the same clip share one player and show the same
  picture. Control per instance belongs to the follow-up with nodes.
- A video plays in real time, the game's time scale does not slow it.
- The container may use 3 of the 4 cores of stein2.

Findings:

- The first real upload (279 MB) got 413: the API's own ceiling of
  256 MB for every request, not nginx or the Brandmauer.
- Chrome has no picture of a video that never played, and a Pixi
  VideoSource drawn before the first frame stays empty for good. The
  texture is made in the first frame callback (openVideo).
- A player nobody asks for in 2 s is let go. The inspector's PREVIEW
  asked only on an edit, so with the sprite not on screen its texture
  was destroyed under it and the batcher threw on every frame. The
  preview now redraws every frame while it shows a video, like a Time
  shader. A let-go texture keeps an empty source instead of none.
- VideoSource.load() reloads the element and cuts off an earlier
  play(). Playing starts after loadeddata.

Tests:

- PHP videos.test.php: 68 checks, with the real ffmpeg
- 300 MB upload through Brandmauer and nginx: 201 in 21 s, php-fpm at
  13.7 MB RSS at most
- Unit videos.test.ts: 20 tests
- e2e 66 (stein2, atx was off): ALL PASSED, 18 checks; e2e 04 with the
  new asset count green
- Gate (atx): 294 files, 4520 tests. serialize.test.ts used video as
  its example of an unknown type and now uses a made-up one.
- Counter-checks: a keyframe gap of 30 fails the PHP check, a key that
  keeps the video's end fails 2 unit tests, a clip without its end
  fails "plays only its stretch" in e2e 66

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:12:39 +02:00
adminandClaude Opus 5.5 2f376262d3 Let the Reverb's screen ring out and its reflections drift (#401)
game-maker / gate (push) Successful in 4m13s
game-maker / suite (push) Successful in 16m5s
The round screen of the Reverb stood still. It now moves, only for
the look of it, and says nothing it did not say before.

- The sound rings out again and again in real time. The dot in the
  middle flashes, and a thin front runs out over the rings as fast as
  the tail does. It fades as the tail falls, then 0.8 s of quiet.
- A reflection lights up for a moment once the front has passed it.
- The reflections turn slowly round the dot, each at its own pace and
  way (at most 0.16 rad/s). They sway 1.5 px in and out and twinkle.
  Their drift comes from a noise of its own, so they sit where they
  always did.
- Rings, grid and dashed end stay one drawing. Only the dots, the
  front and the flash are drawn again each frame.
- Nothing moves without a tail to see: no sound picked, or wet at 0.

Tests:
- reverb-view: 13 tests green (3 new)
- e2e 34 on melektaus-atx: ALL PASSED, 144 checks
- gate on melektaus-atx: 293 files, 4498 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 23:32:49 +02:00
adminandClaude Opus 5.5 742f240a62 Make the Bitcrusher and Delay plates shorter (#399, #393)
Both devices were 280 tall, but their knobs end well above that. The
gap between the lamps or levers and the knobs was wide, and below the
knobs about 70 units stayed empty.

- The Bitcrusher is 680x220. Its knobs sit 14 higher, closer to the
  row of bit lamps.
- The Delay is 680x224. Its knob groups start 16 higher, closer to the
  two levers.
- The screen's frame is now worked out from the plate's bottom edge.
  It stays as far from the bottom as from the side, so the screen
  shrinks with the plate (116 and 120 tall).

Tests:
- crusher-view and delay-view: 30 tests green
- e2e 34 on melektaus-atx: ALL PASSED, 144 checks
- gate on melektaus-atx: 293 files, 4495 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 23:16:47 +02:00
adminandClaude Opus 5.5 6383cc0d8e Show a Sample node as a device that draws its waveform (#400)
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Successful in 16m49s
The Sample was the last node of an instrument that still showed rows.
It now draws the sound or clip it plays, so the loop and what plays
after the note can be seen instead of read off two numbers.

- SamplePanel, SampleFace and sampleView: a compact gold plate of
  480x280 with the sound picker beside the name, a waveform screen,
  the four ways of playing it as buttons two by two, the root as a
  knob that reads as a note, a lever for following the note and the
  loop's start above its end.
- The waveform comes from the library's peaks of the played sound,
  a clip's own cut included, scaled by the sound's volume. It is
  loaded on demand as the Reverb's sound is.
- Each part has its colour: played once, looped, played after the
  note, never heard. The loop is held as playback holds it: an end
  of 0 or past the sound is the end, a start not before it loops
  all of it.
- Idle settings come from the node's own idleParams, so the device
  greys out what the rows did.
- A new instrument places its Output at x 840, past the device.
  At 460 it lay under the Sample.
- Hook __gm.sample.panel and a check in e2e 34 behind the first
  instrument check.

Tests:
- Unit sample-view: 11 tests, new. pattern and chip-presets green.
- e2e 34 (atx): ALL PASSED, 144 checks (1 new).
- Gate (atx): 293 files, 4495 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 22:54:17 +02:00
adminandClaude Opus 5.5 a6c00f7b8b Show a Bitcrusher node as a device that draws its pixels (#399)
game-maker / gate (push) Successful in 4m11s
game-maker / suite (push) Failing after 15m21s
A Bitcrusher only said what it does in rows of numbers. How coarse
its steps and holds are could not be seen. Now the node is a device
of its own size. Its screen sends a sine through the node's own crush
and draws what comes out in cells, as tall as a step and as wide as a
hold, so the coarser the crush, the coarser the picture.

- CrusherPanel draws a 680x280 plate in bubblegum pink. Bits and rate
  are large knobs, wet is small. Rate gives its low end more of the
  turn, 8 kHz sits just past the middle.
- crushTrace runs a 440 Hz sine at 0 dBFS through Crusher at 48 kHz
  and blends it as the worklet does. Where each hold starts comes from
  Crusher too: a ramp through it at 16 bits takes a new value per hold.
- cellOf shapes a hold. From 5 px a step or hold gets a grid line and
  a gap. Finer steps give a 2 px bar. A cell is never more than twice
  as tall as wide, so 1 bit gives bars at -1, 0 and 1.
- The screen shows two periods, or 6 holds where the rate is low. The
  sine going in is a grey ghost. Below wet 1 the heard line lies over
  the cells.
- Above the screen a word for how crushed it is, CLEAN to BROKEN.
  Under it the noise the bits leave and where the rate folds back.
- 16 lamps show the bits kept, the highest on the left. A CRUSH lamp
  beside the name glows the more it crushes.
- COLUMNS_OF gives the Bitcrusher 4 columns in the presets.
- Hook __gm.bitcrusher.panel(id) for the sound FX and instrument
  graphs.

Decided myself:

- The screen is still. Nothing on it moves, so tick() says false.
- How crushed counts whichever of bits or rate takes more, the rate in
  octaves, times wet.

Found: at 8 kHz the first hold is 7 samples long, the rest 6. Six
sixths add up to just under 1 in Crusher. The worklet does the same,
so the screen shows what is heard.

Every sfxr effect preset ends in a Bitcrusher and gets 3 columns
wider. The Laser preset still fits whole on Fit.

Tests:
- Unit: crusher-view 13 tests (new). The screen matches Crusher with
  its wet on three settings.
- Counter-test: without the wet in the blend the worklet test fails.
- e2e 34: ALL PASSED, 143 checks (1 new).
- Gate: CHECK EXIT 0, 292 files, 4484 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 22:05:47 +02:00
adminandClaude Opus 5.5 b145e1f288 Draw the Flanger's comb as a thin line with a fading trail (#398)
game-maker / gate (push) Successful in 4m8s
game-maker / suite (push) Failing after 16m2s
The comb was still drawn too heavy. Each frame showed the whole band
the comb had swept over the last 1/20 s, edged by two lines 1.5 wide,
and the faster the delay moved, the thicker that band got.

- flangerLine draws the comb where the light is as one line, 1 wide.
  It runs through the ends of each column and the peaks and notches
  in it, where they are. A comb finer than a column zigzags over it.
- Behind the line a faint trail shows what the comb swept over the
  last 1/20 s, and over the last 1/40 s once more, so it fades with
  age. A Flanger that stands still has none.
- The line fades out where its teeth move more than a quarter of a
  tooth within the trail (clearAt), and is gone from half a tooth on.
  There only the calm band of the trail is left, so nothing flickers.
- responseFrame gives the screen the line, how clear each point is,
  the sharp columns for the notches and the trail. It replaces
  responseColumnsOf, and RESPONSE_BLUR is now RESPONSE_TRAIL.
- The notches are counted on the sharp comb again, not on the band.
- The Phaser's response is drawn as the same thin line, without a
  trail.

Tests:
  Unit modulation-view (stein2): 26 tests, 2 new. The line holds the
    comb's dB at each point and every notch. On a fast swing it fades
    out over 8 kHz, stays clear under 1 kHz, and the trail is the same
    band over 16 kHz in three frames. A still Flanger has no trail.
  Counter-check: with clearAt always 1, the fade test fails.
  e2e 34 (atx): ALL PASSED, 142 checks.
  Gate (atx): CHECK EXIT 0, 291 files, 4471 tests.
  Pictures of the default Flanger, a fast one (2 Hz, 5 ms) and one
    sweeping to 20 ms, and of the Phaser: a thin line, the trail
    behind it, a calm band high up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 21:30:03 +02:00