Commit Graph
10 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 14972d057f Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
game-maker / gate (push) Successful in 3m53s
game-maker / suite (push) Successful in 11m55s
Recurring cleanup round over the code since round 7 (bc688f3). The
issue now also asks to fix bugs and small inconsistencies found on the
way, so unlike the rounds before, this one changes behaviour in a few
places. Duplicated code in api went from 23 clones with 228 lines to
none (jscpd, at least 50 tokens). In src it stays at 22 clones with
271 lines, the same before and after.

Bugs:
- nginx served project and snapshot files as they were, so anyone who
  knew a project id could read it without signing in. Every file the
  API writes now goes through AtomicFile (temp file, mode, rename).
  Projects, snapshots, releases, accounts and sessions are 0640, and
  nginx answers 403 for them.
- Any signed-in account could delete a shared image, font or sound,
  which projects of other accounts may wear. Deleting one is now for
  administrators only. The editor never deleted a file, so the
  client's delete is gone.
- Two saves of one project could run at once. The lock file was
  removed after each save, so a waiting save and the next one locked
  different files. The lock file now stays, and deleting a project
  takes the lock as well.
- Bytes that are no picture got a 500 instead of a 422, because the
  error handler also threw for warnings silenced with @.
- A session file was rewritten in place. A request reading it at that
  moment found it empty and was signed out. It is replaced atomically.
- Delete did nothing for a shape picked in the vector art list. Delete
  now goes through removeSelection, one case per kind of selection,
  and a kind without a case fails the type check.

Inconsistencies:
- Escape on a question does what its Cancel does. Cancel on "Delete
  project?" and "Restore snapshot?" leads back to the picker or the
  list like the other questions did, and so does deleting a project.
- Editor texts use American spelling throughout, like the port names:
  48 British spellings in 45 lines (colour, centre, initialised).
- objectName and groupName replace eleven copies of "own name, else
  the asset's" and three of "Group". One copy fell back to the object
  id instead of "?".

Duplicates, dead code, comments:
- routeFiles serves images, fonts and sounds instead of three copies.
  HashedFileStore holds what the three stores shared: keeping a file
  under its hash with its name, listing and deleting. The stores keep
  only which bytes they take and what a record says.
- AtomicFile replaces nine copies of temp file plus rename.
- removeShapes is the one way the canvas, the inspector button and
  Delete take shapes out.
- GraphInterpreter.fire was called by tests only. The 54 calls use a
  helper in tests/helpers.ts now.
- FileStore.delete, HttpFileStore.delete and the PluginApi type were
  unused. A doc comment in actions.ts sat above the wrong function.

Checked and left as is:
- solidCells is used by tests only. It is the per-cell view before the
  merge into rectangles, the one place the largest-scale rule shows.
- An undo checker ran all 124 commands of the unit tests and compared
  the project before and after undo. The only differences are empty
  ports, groups and notes lists where there were none, which the file
  format drops anyway.

Docs:
- README: the check sum.
- Wiki, own commit: API (admin-only deletes, 422, file modes, lock
  file), Home (the "Not yet" list named three things that exist),
  Concepts, Keyboard, Vector art, Architecture and Development, and
  the 38 characters Gitea flagged as ambiguous on eight pages.
- .gitignore: the lock files, and pasted-*.png in any folder, which
  keeps the screenshot archive out.

Tests:
- ./check.sh: 195 files, 2817 tests, exit 0 (+2 for the name helpers).
- PHP: accounts 52 in the web container and 53 in the CI image with
  the race test (+2), snapshots 15 (+1), releases 20.
- Full e2e run: ALL PASSED, 1586 checks (+6 in 12, 47, 49 and 50).
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks. The example
  project files were restored byte for byte afterwards.
- The file stores of HEAD and of this commit give byte-identical
  output for the live folders and for store, list and delete in a
  throwaway folder.
- Counter-checks, all fail as expected: a 500 for bad bytes fails 12,
  no admin check fails 49, removing the lock file again loses saves
  in 3 of 3 runs (151 to 170 of 321), Delete ignoring shapes fails 47,
  Escape that only closes fails 50, and dropping the shape case fails
  the type check (TS2366).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:12:55 +02:00
adminandClaude Opus 5.5 bc688f3efc Refactoring round 7: split BehaviorSystem, fewer copies (#85)
game-maker / gate (push) Successful in 3m50s
game-maker / suite (push) Successful in 12m3s
Recurring cleanup round over the code since round 6 (056a622), 105
commits. Behaviour is unchanged. Duplicated code in src went from 29
clones with 229 lines (0.32 %) to 14 clones with 109 lines (0.15 %),
measured with jscpd and the same settings as round 6.

- BehaviorSystem.ts shrinks from 941 to 589 lines. Collecting the
  pulses (keys, timers, collisions, animations) moved to
  behaviorPulses.ts. The NodeContext the nodes receive moved to
  behaviorContext.ts. Imports from outside stay the same, TimeScaled
  is still exported from BehaviorSystem.ts.
- PointKindButton and drawPointGrip replace the "Point:" button with
  its menu and the point and handle drawing that the curve and the
  vector art tab each had on their own.
- lerpVec, cubicAt and splitCubic in src/core/util/vec.ts replace four
  copies of the cubic curve and two de Casteljau splits.
- mapNested in Properties.ts is the one walk over lists and structs
  that liveObjects and objectRefs did separately. withFieldRenamed
  and withoutField replace three copies of renaming a struct field
  and two of removing one.
- jsonBody and staleRevision build the JSON body and turn a 409 into
  StaleRevisionError for all stores. The auth store turns a 401 into
  its error in one place.
- Smaller helpers: structAssetFrom for the two "Make struct type"
  commands, shownObject in the inspector, selectedItem for the size
  gizmo and the polygon corners, solidTiles in the tilemap collision,
  requireVariablesAsset and requireBehaviorVariable.
- Left as is on purpose: the plain forwarding from the collision and
  physics systems to Solids, the pointer wiring of the canvases and
  the identical last lines of the two make commands.
- Removed unused code: tilemapTileIds and tilemapsUsing were never
  called since #128 and #131. EditorState.runtimeProject became unused
  with GameRun in #266. The assetId getter of the make commands was
  read only by a test.
- 60 values used only in their own file lost their export. The shader
  and particle node catalogues stay exported as in round 6.
- Five comments that told history now describe the current state. The
  doc comment of BehaviorSystem sits on the class again.
- README lists the struct, clip area and curve assets and mentions the
  game link from #266.

Findings:
- Deleting a tile that is painted on a tilemap leaves its cells in
  place, and they draw nothing. The delete dialog does not mention the
  tilemaps. That was probably the job of the unused tilemapsUsing.
  Left as is, because fixing it changes behaviour.
- The solid filter for tile surfaces was untested. A bent filter
  stayed green. A new test in tests/core/surface.test.ts now fails
  against it.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (one test removed with
  tilemapsUsing, one added for tile surfaces).
- Full e2e run: ALL PASSED, 1580 checks.
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks, all passed.
  The example project files were restored byte for byte afterwards.
- Counter-checks, 12, all fail as expected: 10 in unit tests (among
  them mapNested, splitCubic, cubicAt, staleRevision, the stay pulse,
  the late timer and the time scale), 2 in the browser (Point button
  always enabled fails 47, selectedItem without a hit fails 29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:16:37 +02:00
adminandClaude Opus 5.5 a5ae21481b Type point values, snap and scrub the preview in the curve tab (#248)
game-maker / gate (push) Successful in 3m23s
game-maker / suite (push) Successful in 10m9s
Building a curve by mouse alone was fiddly: there was no way to put a
point on an exact value, no grid, and the running preview could not be
stopped at a chosen moment. The hand cursor over points also looked
like a link instead of a drawing tool.

- Number fields t and v in the header show the selected point. Typing
  or dragging on them goes through the same rules as a mouse drag, so
  points never overtake and handles stay clamped. One undo step each.
  t is greyed out on the two end points.
- The magnet button from Vector art snaps points and handles to a
  0.05 grid in t and v, when placing on free space and when dragging.
- Points and handles keep the default arrow in the curve tab and in
  Vector art. The pixel art palette dropped pointer as well, which is
  beyond the issue. Collider corners never had it.
- The preview now starts off. A vertical time line with a knob under
  the t axis sets t when dragged sideways. Dragging the dot on the
  rail jumps to the first t where the curve reaches that value, or to
  the closest one if it never does.
- The rules are pure functions in curveView.ts (withCurvePointSet,
  snappedToGrid, shareAtValue, previewSecondsAt), the canvas only
  calls them.

Tests:
- ./check.sh: 180 files, 2616 tests, CHECK EXIT 0
- GM_STEPS=1,47,53: ALL PASSED, 87 checks
- 4 new unit tests in curve-view.test.ts, 4 new e2e checks in 53
  (53h-53k) and 1 in 47, all with real mouse and keyboard
- Counter-probes bite: without "first t" 1 unit test fails, with
  pointer, no snap, no field commit, no scrub or preview on 5 browser
  checks fail, pointer in Vector art fails the new 47 check

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 16:45:53 +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 592ea942d9 Vector shapes can fill with gradients and textures (#186)
game-maker / gate (push) Successful in 2m14s
game-maker / suite (push) Failing after 7m14s
A vector shape could only be filled and outlined with one flat colour.
Shading, glows and patterned surfaces had to be faked with stacks of
shapes. Every shape now has a paint type for its fill and its outline.

- Fill type: solid colour, linear gradient, radial gradient or
  texture. Line type offers the same without texture.
- Colour stops are edited on a bar in the inspector, as agreed in the
  issue. A click on the bar adds a stop in the colour the gradient
  already has there, so adding never changes the picture. At least two
  stops remain.
- The new Paint tool in the tab shows two handles for the selected
  shape: axis start and end, centre and radius, or the corners of one
  texture tile. "Handles: Fill / Outline" picks which paint is edited.
- Moving a whole shape moves its gradients and tile with it. Every
  gesture is one undo step.
- A texture fill always tiles, because Pixi turns a non-repeating
  pattern into a repeating one anyway. When switched on, one tile
  covers the whole shape.
- Only uploaded textures and frames can be a fill, never a drawing.
  A drawing filled with itself would rasterise itself mid-raster.
- The fingerprint of a drawing includes the texture and frame a fill
  points to, so the picture redraws when the image is swapped.

Findings:

- graphics.destroy(true) also destroyed the textures of the fills.
  With a texture fill it deleted the tile slice and the next redraw
  crashed on reading 'scaleMode' of null. It is now destroy().
- The gradient cache destroyed old gradients itself, which gave 20
  Pixi warnings "destroyed while still bound". They are now handed to
  Pixi's texture GC with autoGarbageCollect switched on. The console
  of module 47 is empty again, the last CI log had 0 of them.

Tests:

- ./check.sh: 135 files, 2011 tests, exit 0 (before 134 / 1986)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 54 checks (before 44),
  0 console warnings
- 25 new unit tests, 10 new e2e checks in block 47i
- Four counter-checks bite, originals restored and verified with cmp
- Check sum 1232 in README and wiki, calculated (1222 + 10)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 13:05:02 +02:00
adminandClaude Opus 5 1116818011 Vector shapes can be combined by union, subtract and more (#187)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m51s
Building a shape out of simpler ones meant drawing the result point by
point. The Vector Art tab now selects several shapes at once and
combines them with a boolean operation into one ordinary shape.

- Ctrl/Cmd+click in the tab and Ctrl or Shift+click in the shape list
  add a shape to the selection. Shift stays pan in the canvas.
- A COMBINE block in the inspector offers Union, Subtract, Intersect
  and Exclude. Subtract removes every upper shape from the lowest one.
- The result replaces the lowest selected shape and keeps its name,
  colours, stroke and place in the order. It is one undo step.
- Curves are flattened to 0.2 canvas pixels, a circle gets about 48
  points. Open lines and single shapes cannot be combined, the buttons
  are off and a hint gives the reason. An empty result is rejected.
- Delete now removes every selected shape, and the selection drops
  shapes that no longer exist.
- The geometry comes from clipper2-ts 2.0.1, pinned. It has no
  dependencies and speaks even-odd directly. Only the engine module
  is imported, the bundle grows by 55 kB instead of 110 kB.

Findings:

- clipper2-js was tried and dropped. It pulls in Angular 15 with a
  high npm audit finding and no fix.
- Pixi finds holes by containment, not by even-odd depth. An island
  inside a hole would be drawn as a hole again. Result rings are
  emitted outer ring before its islands, and a test mirrors Pixi's
  rule.
- A depth sort turned out to be dead code in a counter-check and was
  removed. A pixel check in 47h stayed green without the subtract
  and now checks both colours.

Tests:

- ./check.sh: 134 files, 1986 tests, exit 0 (before 133 / 1968)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 44 checks (before 39)
- 18 new unit tests, 5 new e2e checks in block 47h
- Five counter-checks bite, originals restored and verified with cmp
- Check sum 1222 in README and wiki, calculated (1217 + 5)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 11:56:41 +02:00
adminandClaude Opus 5 3ff7e91dbf Vector art points have four types and the pen draws whole curves (#195)
game-maker / gate (push) Successful in 2m10s
game-maker / suite (push) Successful in 7m29s
The pen only pulled out the outgoing handle of a new point, because
the opposite handle was mirrored only if it already existed. The
first segment of every dragged point was therefore half a curve.
Beyond that bug, a point had no way to say how its handles relate.

- A vector point has an optional mode: straight, corner, smooth or
  symmetric. Missing means corner. The mode is not part of the
  fingerprint, because it changes no pixel, only the next drag.
- Dragging a handle follows the mode. Corner leaves the other handle
  alone, smooth turns it along and keeps its length, symmetric
  mirrors it exactly.
- The pen pulls out both handles mirrored and marks the point
  symmetric. A plain click still sets a point without handles.
- The tab header has a "Point: ..." menu for the last clicked or set
  point. That point is drawn filled. Changing its type is one undo
  step. Text instead of four icons, because the UI kit has no
  tooltips.
- Switching a point without handles to a curved type first grows
  handles along its neighbours. Smooth and symmetric line the
  handles up and keep the rough direction of the curve.
- A point inserted on a curve is smooth. Symmetric neighbours become
  smooth, because the split shortens one of their handles.
- Alt-click still toggles between straight and symmetric.

Found on the way: the old Alt rounding took the point at the other
end of an open line as a neighbour, so its handles came out skewed.
Fixed and held by a unit test.

Existing points with handles now count as corner. Before, every drag
mirrored. No pixel changes, only the next drag behaves differently.

Tests:
- ./check.sh: 129 files, 1917 tests, exit 0 (before 1903)
- GM_STEPS=47, freshly seeded: ALL PASSED, 39 checks (before 32)
- Check sum 1195 in README and wiki is computed (1188 + 7), CI
  measures it
- Counter-checks: pen without 'symmetric' fails 3 checks, no smooth
  branch fails 1 unit test and 1 e2e check

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 06:51:35 +02:00
adminandClaude Opus 5 90627ccf47 Snap is a magnet button in every graph and vector art tab (#194)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m33s
The snap toggle was a checkbox with the word "Snap" next to Fit, and
the vector art tab had its own "Grid" button for the same idea. Both
now share one square icon button, so snapping looks and works the
same wherever it exists.

- SnapToggle is a square toggle button with a magnet icon and no
  text. It lights up blue when snapping is on, like the other toggle
  buttons.
- The magnet is drawn with cubic curves instead of arcs, because the
  Pixi SVG parser draws arcs as jagged edges.
- The vector art tab drops its Grid button and uses the same
  SnapToggle. It still snaps to 8 px, the graph tabs to 24 px.
- SnapToggle accepts anything with setSnapping(on). The vector art
  canvas method is renamed from setSnap to setSnapping for that.
- Every tab exposes the button as __gm.<tab>.snapButton(). Modules
  06, 26 and 36 click through that hook instead of the label "Snap"
  plus 30 px.

Tests:
- ./check.sh: 129 files, 1903 tests (was 128 / 1897)
- 3 new tests in tests/editor/snap-toggle.test.ts, 3 in the icon tests
- GM_STEPS=1-6,26,36,47 fresh: ALL PASSED, 346 checks
- GM_STEPS=47: ALL PASSED, 32 checks (was 29)
- Counter-checks: toggle not switching its target fails 2 unit
  tests, the canvas ignoring the switch fails module 47
- Check total 1188 in README and wiki is computed (1184 + 4), the
  full run is left to CI

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 06:25:56 +02:00
adminandClaude Opus 5 3a68067079 Dragging a point in the vector art tab keeps up with the mouse (#129)
game-maker / gate (push) Successful in 2m9s
game-maker / suite (push) Successful in 7m25s
Dragging a point only redrew once the hand stopped moving, which the
user reported after stage 3 and which measures as a real backlog, not a
feeling: every pointer move wrote the model and fired state.preview(),
and a project event rebuilds the panels, the run in the editor and the
picture the drawing is rasterised into. A mouse reports about 125 times
a second while the screen takes 60, so the queue grew instead of the
drawing moving.

- Measured with a throwaway e2e probe sending 120 moves at the 8 ms of
  a real mouse, against a growing scene. Per move event: 10 -> 7 ms
  with an empty scene, 19 -> 4 ms at 40 objects, 36 -> 3 ms at 120.
  The 120 moves took 4173 ms before and 960 ms after, which is the
  time they were supposed to take.

- New onFrame(key, fn) in src/ui/render.ts collects such work per key
  and runs it in the ticker before app.render(), because afterwards it
  would be one frame late in the picture. The rule lives in ui/ rather
  than in the canvas so a second caller gets it for free.

- VectorArtCanvas only queues in pointermove now, and cancels its slot
  on pointer up, where the command writes the final state anyway.
  During the gesture the drag's own copy of the rings is the truth and
  the model is never read back, so nothing is lost by the delay.

The same cost sits in the scene viewport, the texture tab and the graph,
which all call preview() from their move handler. They are untouched:
that is outside the reported bug.

Tests: check.sh 127 files, 1883 tests, exit 0 (was 1878). Full e2e
suite locally instead of CI only because the change sits in the render
loop: ALL PASSED - 1172 checks, the sum unchanged - a timing check in
the browser would flutter under CI load. Five new unit tests in
tests/ui/render.test.ts. Two counter-checks hold: running the work
after the frame fails one unit test, and taking the coalescing out of
the canvas puts the measurement back at 36 ms and 4153 ms.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 21:55:20 +02:00
admin 3d7ad65f34 Vector art has a tab to draw in, which is stage 3 of #129
game-maker / gate (push) Canceled after 37s
game-maker / suite (push) Canceled after 37s
Stages 1 and 2 gave the asset a model and a picture, but the only way
to put a shape into it was a test calling mutate.  The tab closes that
gap: what you draw there is what the sprite in the scene carries, with
no extra step, because the fingerprint changes and the picture registry
of #185 redraws.

- The tab has a header with Select, Pen, Grid and Fit, a chequerboard
  behind the canvas and the canvas itself as a frame.  It paints with
  the same commands as the rasterizer, paintDrawing being exported
  from viewport/vectorArtPicture.ts for it, so the tab cannot drift
  away from the picture.
- Pen sets points on a click and pulls the handles out on a drag, both
  of them mirrored; a click on the first point closes the ring and Esc
  ends an open line.
- Select drags a point, a handle or a whole shape, a click on an edge
  puts a point there, a double click takes one away, and Alt turns a
  corner round and back.  Delete removes the selected shape.
- The rules grew inside polygonEdit.ts instead of a second module, as
  the plan says, so a collider polygon and a frame outline get the
  same behaviour where it applies.
- A point on a curved edge splits the curve by de Casteljau instead of
  cutting it: both halves together draw exactly what was there before.
- A curved edge is walked instead of measured over its chord, or a
  click on the bow of a curve would grab nothing; the same walk carries
  the test for the inside of a ring.
- One gesture is one undo step.  The preview writes the model directly
  and the old state is put back on release before the command runs,
  which is the pattern the frame outlines of #141 already use.
- state.ts gained a selection kind "shape".  The inspector shows the
  rows of the asset for it, the shape list with colour, opacity and
  stroke being stage 4.

One counter-check was no counter-check: disabling the pen's closing
tolerance by multiplying it with 0 left the run green, and rightly so,
because the closing click lands on exactly the screen coordinate point
0 came from, so the distance is 0 and <= 0 is true.  Only an
unsatisfiable condition really switched it off, and then 2 checks fail.
A second trap on the way: a false && in front of the guard breaks the
TS narrowing, npm run build bails out, and two runs went against the
old bundle.

Tests: check.sh 127 files, 1878 tests, EXIT 0 (was 126 / 1860).
Full e2e suite ALL PASSED - 1172 checks, module 47 alone 17 (was 10).
18 new unit tests in tests/editor/ring-edit.test.ts and 7 new e2e
checks in blocks 47c and 47d.  Two counter-checks hold: no de
Casteljau fails 1 unit test, measuring a curve over its chord fails
another.  Originals checked back with cmp and rebuilt.
2026-09-20 21:34:14 +02:00